A desktop one-handed reachable interaction method and system based on edge slide scaling

CN122837705APending Publication Date: 2026-09-29SHENZHEN KUSAI INTELLIGENT CO LTD
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Patent Information

Application Number
CN202610950533.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-06-29
Publication Date
2026-09-29

AI Technical Summary

Technical Problem

[0009]针对现有技术中存在的上述至少一个问题,本发明提供了一种新颖的、基于边缘滑动缩放的桌面单手可达交互方法及系统,旨在解决大屏移动终端单手操作不便的问题,提供一种直观、高效且具有实时反馈的交互体验

Benefits of technology

1、直观的渐进式交互:通过从屏幕边缘向左上滑动的手势,以右下角为锚点实时、连续地缩放桌面内容,缩放程度与手指滑动距离动态关联,用户可直观地感知和控制缩放过程,交互反馈感强。

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Abstract

This invention discloses a desktop one-handed reachable interaction method and system based on edge sliding and scaling, belonging to the field of human-computer interaction technology. The method includes: detecting a touch slide starting from a preset edge area of ​​the screen; entering a one-handed reachable mode when the sliding direction and distance meet the conditions; in this mode, continuously scaling the desktop page in real time with a corner of the screen as the anchor point according to the sliding distance; simultaneously, mapping the physical coordinates of the touch point to the scaled desktop coordinate system to locate the target icon, and providing visual highlighting and vibration feedback to the icon; responding to the touch being lifted, if the finger is on the highlighted icon, the application is opened directly; otherwise, the page is restored to its original size. This invention significantly shortens the application launch path for one-handed operation on large-screen mobile terminals through the integrated operation of "edge sliding trigger, real-time scaling and positioning, and opening upon release," improving interaction efficiency and user experience.
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Description

Technical Field

[0001] This invention relates to the field of human-computer interaction technology, and in particular to a desktop one-handed interactive method and system for large-screen mobile terminals. Specifically, it relates to an interactive scheme that enables convenient one-handed operation by sliding from a specific edge of the screen to zoom the desktop content in real time. Background Technology

[0002] With the rapid development of mobile communication and display technologies, the screen sizes of mobile terminals such as smartphones and tablets are increasing day by day. Larger screens provide users with a wider field of view and a richer space for information presentation, greatly enhancing the experience of audio-visual entertainment, reading and browsing, and multitasking. However, the increase in screen size has also brought about a significant usability problem: one-handed operation has become extremely difficult.

[0003] Especially for right-handed users, the natural range of motion of their thumb is mainly concentrated in the lower right area of ​​the screen. When they need to click on icons or controls located in the upper left corner, top center, or other far-off areas of the screen, they have to change their grip posture, such as using both hands, adjusting the position of their palms, or using the other hand for assistance. This seriously affects the smoothness and convenience of operation. This problem of "thumb blind spot" is particularly prominent on large-screen devices and has become a key bottleneck restricting further improvement of user experience.

[0004] To address the above issues, the industry has proposed several solutions to assist in one-handed operation. Common solutions include: 1. Pull-down hovering screen shrinking solution: A typical example is Apple's "Reachability" feature in iOS. Users trigger this by double-tapping the Home button (or swiping down from the bottom edge of the screen), and the entire screen content will slide down to the lower half, making elements that were originally at the top within reach of the thumb. However, this solution has the following drawbacks: First, the trigger gesture is not intuitive enough and requires users to learn and memorize it; second, after shrinking, the screen content is shifted as a whole and is not actually shrunk, causing some content to move out of the visible area. Users still need to click or scroll again to find the target, making the operation path still long and inefficient.

[0005] 2. Floating Ball Assistance Solution: This solution involves placing a draggable virtual button (floating ball) on the screen. Clicking the floating ball will open a menu containing commonly used functions (such as back, home screen, multitasking, screenshot, etc.). Some customized systems also allow users to drag desktop icons into the floating ball menu. The disadvantages of this solution are: the floating ball will continuously obscure part of the screen content, affecting normal use; in addition, the floating ball menu has many levels, the operation steps are cumbersome, and there is also a certain learning curve.

[0006] 3. Sidebar shortcut solution: Some customized Android systems provide a sidebar function, which allows users to swipe from the side of the screen to bring up a floating window containing frequently used applications or tools. Although this solution solves the problem of quick launch of some applications, its management capabilities and operational efficiency are still limited for the numerous application icons scattered on the desktop.

[0007] Furthermore, existing single-handed operation solutions generally suffer from two deep-seated technical flaws during implementation: First, when the desktop page is scaled, the coordinate system of the view changes, and there is a non-linear offset between the physical coordinates of the touch point and the scaled internal coordinates. If physical coordinates are used directly for icon hit detection, it will lead to serious interaction misalignment, and the user's actual click position will not match the target recognized by the system. Second, in the touch event distribution system, how to safely and timely intercept and take over the touch event stream of specific gestures without modifying the underlying touch distribution mechanism of the operating system, and avoid conflicts with regular operations such as desktop swiping and icon dragging, is also a problem that has not yet been properly solved in the industry. This invention addresses the above two technical flaws by proposing a coordinate mapping method based on the inverse transformation of the view hierarchy tree and a touch event preemption mechanism based on the controller interface.

[0008] In summary, existing large-screen one-handed operation solutions generally suffer from problems such as long operation paths, insufficient interactive feedback, high learning costs, or occupying screen space, failing to provide a smooth, intuitive, efficient, and real-time responsive one-handed operation experience. Summary of the Invention

[0009] In view of at least one of the above-mentioned problems in the prior art, the present invention provides a novel desktop one-handed interactive method and system based on edge sliding and scaling, which aims to solve the problem of inconvenience of one-handed operation on large-screen mobile terminals and provide an intuitive, efficient and real-time feedback interactive experience.

[0010] To achieve the above objectives, this invention provides a one-handed desktop interaction method based on edge-sliding scaling, applied to a mobile terminal with a touchscreen display. The mobile terminal displays a desktop page including multiple icons. The core of this method is: when a finger slides from the right edge of the screen to the upper left, the content of the current desktop page is scaled down in real time with the lower right corner as the anchor point, the scaling degree dynamically changing with the distance the finger slides; when the finger continues to move to an icon, the icon is highlighted and enlarged with vibration feedback; when the finger leaves the icon, it returns to its original size; and when the finger is released, if it remains on the icon, the application or folder is opened directly; if the finger is released outside the range of all icons, no application is opened and the original size is restored. The method includes: Touch detection step: In response to a touch press event within a preset edge area of ​​the touch display screen, continuously detect the movement trajectory of the touch point; Zoom triggering steps: When the touch point is detected to slide from the preset edge area toward the interior of the desktop page, and the sliding direction and sliding distance meet the preset triggering conditions, the one-handed reach mode is entered; Real-time scaling step: In the one-handed reach mode, based on the real-time sliding distance of the touch point, the desktop page is continuously scaled in real time with a predetermined anchor point on the touch screen as a reference, and the scaling ratio is inversely proportional to the sliding distance; Icon positioning and feedback steps: In the real-time scaling step, the physical coordinates of the touch point on the touch screen are mapped in real time to the internal coordinate system of the scaled desktop page to locate the target icon currently pointed to by the touch point; when it is determined that the touch point is pointing to a target icon, the target icon is visually highlighted and haptic feedback is provided. Operation execution steps: In response to a touch lift event, determine whether the touch point is pointing to a target icon that is in a highlighted state when the touch lift event occurs; if yes, perform the operation associated with the target icon; if no, restore the desktop page to an unscaled state.

[0011] Preferably, the preset edge area is the right edge area of ​​the touch screen; the internal direction is to slide upward to the left; and the predetermined anchor point is the lower right corner of the desktop page.

[0012] Preferably, the scaling triggering step further includes: setting a sliding direction threshold and a sliding distance threshold; when the detected sliding direction vector of the touch point is within the preset direction range and the cumulative value of the sliding distance exceeds the sliding distance threshold, the one-handed reach mode is triggered.

[0013] Preferably, in the real-time scaling step, the scaling ratio is calculated using the formula: scale = 1 - progress (1 - MIN_SCALE), where progress = clamp((|dx| + |dy|) / MAX_REACH, 0,1), dx and dy are the horizontal and vertical displacement components of the touch point relative to the start point of the touch press event, respectively, MAX_REACH is the preset maximum effective sliding distance, MIN_SCALE is the preset minimum scaling ratio, and the clamp function is used to limit the value of progress to between 0 and 1.

[0014] Preferably, in the icon positioning and feedback step, the method of mapping physical coordinates to the internal coordinate system includes: recursively traversing the view hierarchy tree and using the inverse of the view's transformation matrix to transform the physical coordinates of the touch point in the top-level container layer by layer in reverse, finally obtaining its relative coordinates inside the scaled desktop page.

[0015] Preferably, highlighting the target icon includes: performing a magnification animation on the view of the target icon so that its display ratio is larger than that of other icons; the haptic feedback is a brief vibration feedback; when the touch point moves from one target icon to another target icon, the previous target icon returns to its normal display ratio, and the magnification animation and the haptic feedback are performed on the new target icon.

[0016] Preferably, the operation execution step further includes: before or during the execution of the operation associated with the target icon, initiating a recovery animation to smoothly restore the scaling ratio of the desktop page to 1.0.

[0017] Furthermore, this invention also provides a desktop one-handed interactive system based on edge-sliding zoom, applied to a mobile terminal with a touch screen, wherein the mobile terminal displays a desktop page including multiple icons, and the system includes: The touch event monitoring module is used to monitor touch events on the touch display screen and identify touch press, touch move, and touch release events; The gesture recognition module, connected to the touch event monitoring module, is used to determine whether the preset edge sliding and zooming gesture is satisfied based on the received touch event sequence, and to generate corresponding control commands when the preset gesture is satisfied. A scaling control module, connected to the gesture recognition module, is used to respond to the control command and continuously scale the desktop page in real time with a predetermined anchor point on the touch screen as a reference. The scaling ratio is inversely proportional to the sliding distance of the touch point. The coordinate mapping and icon positioning module is connected to the scaling control module and is used to map the physical coordinates of the touch point to the internal coordinate system of the scaled desktop page in real time during the scaling process, so as to locate the target icon currently pointed to by the touch point. An interactive feedback module, connected to the coordinate mapping and icon positioning module, is used to perform visual highlighting and tactile feedback on the target icon when the target icon is located. The operation execution module, connected to the interaction feedback module and the scaling control module, is used to respond to a touch lift event, determine whether the touch is lifted on the target icon, and if so, execute the operation associated with the target icon; otherwise, control the scaling control module to restore the desktop page to the unscaled state.

[0018] The present invention also provides a mobile terminal, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the program, implements the desktop one-handed reachable interaction method based on edge sliding scaling as described in any of the preceding claims.

[0019] The present invention also provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the one-handed desktop interactive method based on edge sliding scaling as described in any of the preceding claims.

[0020] The present invention also employs the following key technical means: 1. Coordinate mapping method based on inverse transformation of view hierarchy tree: During the scaling process, the view hierarchy tree is recursively traversed, and the inverse matrix of the transformation matrix of each layer of view is used to transform the physical coordinates of the touch point in the top layer container layer by layer inversely, so as to obtain its relative coordinates inside the scaled desktop page, thereby eliminating the coordinate offset caused by scaling and achieving accurate icon positioning.

[0021] 2. Touch event preemption mechanism based on controller interface: By implementing a predefined touch controller interface, during the touch press phase, only the touch is marked for tracking without immediate preemption. During the touch movement phase, the triggering condition is determined based on the displacement direction and displacement amount. Only when the condition is met is the begin() method formally called to preempt control. Thus, exclusive processing of one-handed reachable gestures is achieved while ensuring compatibility with the existing touch event distribution system.

[0022] Compared with the prior art, the present invention has the following beneficial effects: 1. Intuitive progressive interaction: By swiping from the edge of the screen to the upper left, the desktop content is zoomed in and out in real time with the lower right corner as the anchor point. The zoom level is dynamically related to the distance of the finger swipe, and users can intuitively perceive and control the zoom process, with strong interactive feedback.

[0023] 2. Integrated "Zoom and Positioning" Operation: During the zooming process, you can move your finger directly to the target icon, and the icon will be highlighted and enlarged with vibration feedback. This achieves simultaneous content zooming and target selection, greatly shortening the operation path.

[0024] 3. The shortest operation path of "release to open": Users can directly open the application or folder by releasing their hand on the highlighted icon without having to click twice, maximizing the efficiency of one-handed operation.

[0025] 4. Lightweight and low-risk implementation solution: By implementing the touch controller interface, control over touch events can be seized without modifying the underlying touch event distribution mechanism of the operating system. This results in low implementation cost and low system stability risk.

[0026] 5. Robust boundary handling mechanism: Accidental touches are prevented by setting trigger thresholds, a precise coordinate mapping algorithm is used to adapt the scaling matrix, and strict icon hit verification is performed to ensure the stability and reliability of the interaction in various complex scenarios.

[0027] 6. Precise coordinate mapping algorithm: By recursively traversing the view hierarchy tree and using the inverse of the transformation matrix to perform layer-by-layer inverse transformation, the coordinate system deviation caused by scaling operations is eliminated, ensuring the precise correspondence between the physical coordinates of the touch point and the internal coordinates of the scaled desktop, fundamentally avoiding the problem of interaction misalignment.

[0028] 7. Robust touch event preemption mechanism: The touch event processing flow is controlled by a finite state machine. During the touch press phase, the system only tracks and does not preempt the event. Only after the trigger condition is met will the system take over control. This achieves exclusive processing of specific gestures and avoids conflicts with the system's default touch event distribution, thus improving the system's stability and compatibility. Attached Figure Description

[0029] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the accompanying drawings used in the description of the embodiments or the prior art will be briefly introduced below.

[0030] Figure 1 This is a schematic diagram of the operation of the desktop one-handed interactive method based on edge sliding and scaling provided in the embodiment of the present invention; Figure 2 This is a schematic diagram of the overall process of the desktop one-handed reachable interaction method based on edge sliding scaling provided in the embodiments of the present invention; Figure 3 This is a flowchart illustrating the controller framework construction and touch preemption steps provided in an embodiment of the present invention; Figure 4 This is a flowchart illustrating the real-time scaling and icon positioning steps provided in an embodiment of the present invention; Figure 5 This is a flowchart illustrating the icon highlighting and vibration feedback steps provided in an embodiment of the present invention; Figure 6 This is a flowchart illustrating the release and restoration steps provided in an embodiment of the present invention. Detailed Implementation

[0031] To make the objectives, technical solutions, and advantages of this invention clearer, the invention will be further described in detail below with reference to the accompanying drawings and specific embodiments. It should be understood that the specific embodiments described herein are merely for explaining the invention and not for limiting it. All other embodiments obtained by those skilled in the art based on the embodiments of this invention without creative effort are within the scope of protection of this invention.

[0032] ( Example 1 Method Examples This embodiment provides a desktop one-handed interactive method based on edge sliding and zooming. This method can be applied to any mobile terminal with a touch screen, especially devices with large screen sizes and inconvenient one-handed operation, such as tablets and large-screen smartphones. The method aims to allow users to easily touch and operate any icon on the desktop through a coherent and intuitive gesture.

[0033] Please see Figure 1 This is a schematic diagram of an operation segment of the method, such as... Figure 1 As shown, the user holds the tablet and slides their right thumb from the right edge of the screen to the upper left. As the thumb slides, the entire desktop page shrinks inward in real time, anchored at the lower right corner. When the thumb reaches a certain position, the "Settings" icon, originally located in the upper left corner of the screen, enters the thumb's reach due to the page zoom and is highlighted and enlarged. At this point, if the user lifts their thumb, the "Settings" application will be opened directly. The whole process is seamless and requires no intermediate steps.

[0034] Please refer to the following: Figure 2 This is a schematic diagram of the overall process of the method, which mainly includes the following steps: Step S100, Touch Detection and Gesture Recognition: The mobile terminal's operating system continuously monitors touch events on the touchscreen; when a touch press (ACTION_DOWN) event occurs, the system first determines whether the initial position of the touch point is within a preset trigger area; in this embodiment, the trigger area is defined as the right edge area of ​​the screen, and its width is a preset constant, such as 20 pixels (dp); this width is carefully designed to be wide enough so that the user's finger can easily trigger it, and narrow enough to avoid interfering with normal screen edge swiping operations (such as returning to the previous level).

[0035] If the touch point is not within the trigger area, the touch event is considered a normal operation and processed according to the normal procedure; if the touch point is within the trigger area, the system begins to record the movement trajectory of the touch point and continuously analyzes its sliding direction.

[0036] Before proceeding to step S200, this invention first requires constructing a controller framework specifically for handling one-handed interactive events and implementing preemptive logic for touch events; please refer to... Figure 2 and combined Figure 3 The diagram illustrates the process of controller framework construction and touch preemption; its specific implementation is as follows: Sub-step S110: Create a controller class: The system creates a class named PriOneHandReachController, which implements the interception and control preemption of touch events when pressed from the right edge and swiped from the upper left. This class implements a predefined TouchController interface. The TouchController interface defines standard methods for intercepting and handling touch events, such as onControllerInterceptTouchEvent and onControllerTouchEvent. By implementing this interface, PriOneHandReachController can gain control over a specific touch event stream without modifying the core touch distribution logic of the operating system. The controller internally maintains a finite state machine with three states: Idle, Tracking, and Active. In the Idle state, no touch events are processed; in the Tracking state, only the touch trajectory is recorded but the event distribution is not interfered with; in the Active state, the controller exclusively controls the touch events. State transitions are driven by the time sequence and displacement parameters of the touch events. All core logic related to one-handed reachable interaction is cohesive within this controller, facilitating maintenance and expansion.

[0037] Sub-step S120: Define key constants: During the controller initialization phase, a set of key configuration constants are predefined to ensure the stability and adjustability of the interaction behavior. These constants include: 1) EDGE_WIDTH: Right edge trigger bandwidth, set to 20dp. This value determines the valid starting area of ​​a touch press event. Only touches within this width range will be considered as potential one-handed reachable gestures. 2) MIN_SCALE: Minimum scaling ratio, set to 0.5f, meaning the desktop page will be reduced to a maximum of half its original size to ensure that the icons still have a certain degree of recognizability and operability; 3) HIGHLIGHT_SCALE: Icon highlight magnification ratio, set to 1.2f; when a finger is positioned over an icon, the icon will be magnified to 1.2 times its original size to highlight it; 4) RESTORE_MS: Restoration animation duration, set to 200 milliseconds; used to control the duration of the animation when the desktop page smoothly restores from the zoomed state to the original size after the finger is lifted; 5) MAX_REACH: The maximum distance a finger can slide up from the edge. This value is used to normalize the scaling progress and can be adjusted based on the actual screen size and user experience testing.

[0038] Sub-step S130: Handling touch down (ACTION_DOWN) events: When the system receives a touch down event, the onControllerInterceptTouchEvent method of PriOneHandReachController is called. In this method, it first determines whether the horizontal coordinate of the touch point is less than EDGE_WIDTH (i.e., whether the finger press position is within the trigger bandwidth of the right edge of the screen). If so, it records the starting coordinates (downX, downY) of the touch down event, sets an internal tracking flag mIsTracking to true, and switches the state machine from the idle state to the tracking state. However, at this time, the method returns false, that is, it does not immediately preempt touch control. This delayed preemption design is to give other components of the system (such as PagedView, i.e., the desktop page swiping manager) a chance to judge first, avoiding accidental interception of normal page swiping or clicking operations, reflecting the role of the state machine in conflict avoidance.

[0039] Sub-step S140: Handling touch movement (ACTION_MOVE) events: In subsequent touch movement events, the onControllerInterceptTouchEvent method is called again; at this time, if mIsTracking is true, the displacement of the current touch point relative to the starting point of the press is calculated: dx = currentX - downX, dy = currentY – downY; then, it is determined whether the displacement direction satisfies the condition of sliding to the upper left (i.e., dx < 0 and dy < 0), and the sum of the absolute values ​​of the displacements (|dx| + ... The system checks if the finger displacement direction (dx < 0 and dy < 0) exceeds a preset trigger threshold (e.g., 15dp). Specifically, it checks if the finger displacement direction is to the upper left (dx < 0 and dy < 0) and exceeds the trigger threshold. If both conditions are met, a begin() method is called to formally seize touch control. The begin() method performs a series of initialization operations, such as recording the current timestamp, resetting the internal state, switching the state machine from the tracked state to the active state, and returning true. This tells the system that all subsequent touch events (including the current MOVE event and future MOVE and UP events) will be directly handled by the onControllerTouchEvent method of PriOneHandReachController, without going through the default dispatch process. At this point, the controller successfully obtains exclusive control over the one-handed reachable gesture, the state machine enters the active state, and all subsequent touch events are handled independently by this controller until the touch lift event occurs, after which the state machine returns to the idle state.

[0040] Through the above sub-steps, this invention constructs a lightweight, low-intrusion controller framework that can accurately seize control of touch events at the appropriate time, ensuring compatibility with existing system components while achieving dedicated processing for specific gestures.

[0041] Step S200, Zoom Triggers One-Handed Reachable Mode: The system continuously monitors subsequent movements of the touch point; when the system detects again that the sliding direction of the touch point is mainly to the upper left (i.e., horizontal displacement dx < 0, vertical displacement dy < 0), and the cumulative sliding distance from the pressed point to the current point exceeds the preset trigger threshold (e.g., 15dp), the system determines that the user intends to activate the one-handed reachable mode and immediately enters the mode; the purpose of setting the trigger threshold is to prevent the user's slight, unconscious shaking or sliding from being misjudged as a valid zoom gesture, thereby improving the robustness of the interaction.

[0042] Once in one-handed reach mode, the system will take over control of subsequent touch events to ensure that zooming and related operations can be performed smoothly.

[0043] Step S300, Real-time scaling and icon positioning: The CellLayout is scaled in real time according to the finger swipe distance, and the finger coordinates are mapped to the scaled internal coordinate system to position the icon; this is one of the core steps of this invention, please refer to [link / reference]. Figure 2 and combined Figure 4 Understand its specific logic; in one-handed reach mode, whenever a touch movement (ACTION_MOVE) event is received, the system executes the following sub-steps: Sub-step S310, Calculate scaling ratio: First, calculate the horizontal displacement dx and vertical displacement dy of the current touch point relative to the touch press origin; then, in the MOVE event of onControllerTouchEvent, calculate a normalized progress value progress, the calculation formula of which is: progress = clamp((|dx| + |dy|) / MAX_REACH, 0, 1); (Formula 1) Here, MAX_REACH is a preset constant representing the maximum sliding distance considered most effective; the clamp function limits the calculation result to between 0 and 1; then, the current scaling ratio (scale) is calculated based on progress. scale = 1 - progress (1 - MIN_SCALE); (Formula 2) MIN_SCALE is a preset minimum scaling ratio, such as 0.5. This means that when progress is 0, scale is 1 (no scaling); when progress is 1, scale reaches the minimum value of 0.5; the scale value decreases linearly as progress increases, thus realizing the dynamic relationship between scaling ratio and sliding distance.

[0044] Sub-step S320: Perform scaling: Apply the calculated scale value to the view container (e.g., CellLayout in Android) that holds the desktop content, and set it to CellLayout's setScaleX and setScaleY methods. Specifically, by calling the container's setScaleX and setScaleY methods and passing in the same scale value, proportional scaling with the bottom right corner as the anchor point is achieved. The key is that the center point (anchor point) of the scaling is set to the bottom right corner of the screen. This can be achieved by setting the view's pivotX and pivotY properties to be equal to the view's width and height. In this way, when the scaling ratio decreases, all content gathers towards the bottom right corner, causing the content in the top left corner to move downwards where the user's thumb is, thereby achieving the goal of "one-handed accessibility".

[0045] Sub-step S330, Coordinate Mapping: Because scaling changes the coordinate system of the view, the physical coordinates of the touch point on the actual screen cannot be directly used to determine which icon on the scaled desktop it points to. Therefore, coordinate mapping is required. This invention adopts a coordinate mapping method based on the inverse transformation of the view hierarchy tree. The specific process is as follows: First, obtain the physical coordinates (screenX, screenY) of the touch point within the top-level container (i.e., DragLayer). Then, starting from DragLayer, recursively traverse downwards along the view hierarchy tree until reaching the CellLayout view that holds the desktop icons. In each traversal, obtain the transformation matrix of the current view, which records the scaling, translation, rotation, and other transformation parameters of the current view. Calculate the inverse of this transformation matrix, multiply the coordinates passed from the previous level by the inverse matrix, and obtain the relative coordinates in the current view's coordinate system. This reverse transformation is repeated layer by layer until the relative coordinates (localX, localY) of the touch point within the scaled CellLayout are obtained.

[0046] The above process can be achieved by calling the system-provided BaseDragLayer.mapCoordInSelfToDescendant method; this method encapsulates the logic of recursive traversal and inverse matrix operation, takes the physical coordinates in the DragLayer and the target subview (CellLayout) as input, and outputs the mapped internal relative coordinates; these coordinates eliminate the offset caused by scaling transformation and can accurately reflect the actual position of the touch point on the scaled desktop.

[0047] Sub-step S340, Icon Positioning: After obtaining the scaled internal coordinates, the system calls the CellLayout's pointToCellExact method to convert the mapped coordinates into grid coordinates (row and column indices). Then, it uses the ShortcutAndWidgetContainer.getChildAt method to obtain the corresponding icon view object based on the grid coordinates. To ensure positioning accuracy, the system also performs a boundary check: comparing whether (localX, localY) falls within the left, top, right, and bottom boundaries of the obtained icon view. Only when the coordinates fall completely within the boundaries is the positioning confirmed as successful, and the icon view object is marked as the current target icon. At this point, the system knows which icon the user's finger is currently pointing to.

[0048] Step S400, Icon Highlighting and Vibration Feedback: After successfully locating the icon, the system will provide strong interactive feedback. When a finger moves over the icon, the icon will be highlighted and enlarged, triggering vibration feedback; when the finger leaves, it will return to its original size. Please refer to [link to relevant documentation]. Figure 2 and combined Figure 5 Understand its specific logic.

[0049] Sub-step S410, Hit Detection: Even if an icon view has been found through coordinate mapping and grid positioning, the system will perform a more precise hit detection; the left, top, right, and bottom boundaries of the icon view are used to verify whether the mapped coordinates actually fall within the icon area; that is, the system will compare the mapped internal coordinates with the left, top, right, and bottom boundaries of the icon view itself. Only when the coordinates fall completely within these boundaries will it be confirmed that the user has indeed "touched" the icon; this step can avoid misjudgments caused by factors such as icon spacing and grid alignment errors.

[0050] Sub-step S420, Highlighting and Vibration: When the system confirms that the user's finger is pointing at a new icon, it immediately performs a zoom-in animation on the icon view. For example, it performs a setScaleX / Y(HIGHLIGHT_SCALE) animation on the icon view, setting its scaling ratio to 1.2 times (HIGHLIGHT_SCALE), making it stand out among the surrounding shrunken icons. At the same time, the system calls the device's vibrator to trigger a brief vibration feedback (e.g., VibratorWrapper.EFFECT_CLICK), allowing the user to feel the "selection" of the target through touch. The dual feedback of visual and tactile senses greatly enhances the sense of certainty and immersion in the operation.

[0051] Sub-step S430, Switching and Moving Out Processing: If the user's finger continues to slide and moves from one icon to another, the system will gracefully handle the switch; it will restore the previous highlighted icon to its original normal size (1.0 times) by performing a shrink animation, and then perform a zoom animation and vibration feedback on the new icon; if the user's finger slides out of the area where all icons are located, the system will restore the last highlighted icon (i.e., the currently highlighted icon) to its original state and clear the highlighted reference, waiting for the next positioning.

[0052] Step S500, Release to Open and Restore: When the user releases and lifts their finger after locating the icon, the system performs the final operation, determining whether to open the application or folder based on whether a highlighted icon is present, and smoothly restores the original size; please refer to [link to relevant documentation]. Figure 2 and combined Figure 6 Understand its specific logic.

[0053] Sub-step S510: Determine the UP event: In the UP event of onControllerTouchEvent, check if there is a highlighted icon; that is, when the touch lift (ACTION_UP) event is received, the system checks whether there is a reference to an icon that is currently in a highlighted state.

[0054] Sub-step S520: Perform the open operation: If a highlighted icon exists, the system will simulate a click operation on that icon, that is, call the performClick() method of the icon view; this method will trigger the system's standard click event handling logic or process (such as ItemClickHandler), thereby launching the corresponding application or opening the folder; at the same time, in order to provide users with a smoother visual experience, the system will also immediately start a recovery animation, performing a setScaleX / Y animation on the CellLayout to return to 1.0, that is, smoothly animate the scaling ratio of the desktop page from the current value to 1.0 (original size), and the animation duration is usually set to 200 milliseconds; in this way, the user will see the desktop return to its original state at the same time as the application launch screen appears, and the experience is very natural.

[0055] Sub-step S530, Recovery and Cleanup: If the highlighted icon no longer exists (i.e., there is no icon below the finger when the user lifts their finger), the system will not perform any open operation, but will only perform a recovery animation to restore the desktop page scaling ratio to 1.0; finally, the system cleans up all temporary states, including tracking flags, highlighted icon references, etc., and resets the controller to prepare for the next interaction.

[0056] Through the above steps, this method achieves a complete closed loop from gesture triggering, real-time zooming, target positioning, instant feedback to one-click opening, providing an unprecedentedly efficient and intuitive solution for one-handed operation of large-screen devices.

[0057] ( Example 2 System Implementation Examples Corresponding to the above method embodiments, this embodiment provides a desktop one-handed interactive system based on edge sliding and scaling. This system is deployed in a mobile terminal and consists of multiple cooperating software modules that jointly implement the above method. The system includes: 1. Touch Event Listening Module: This module is used to hook into the event dispatch mechanism of the underlying driver or operating system. It is responsible for capturing all raw touch events (ACTION_DOWN, ACTION_MOVE, ACTION_UP, etc.) that occur on the touch screen, and encapsulating them into data packets of a unified format and passing them to the upper-layer module for processing.

[0058] 2. Gesture Recognition Module: This module receives the event stream from the touch event listening module; it maintains a state machine to analyze the starting position, direction of movement, speed, and distance of the touch point; when it recognizes a specific gesture pattern that matches "swipe from the right edge to the upper left", it generates a control command to "enter one-handed reach mode" and notifies other modules; it is also responsible for recognizing when the gesture ends.

[0059] 3. Scaling Control Module: This module is the core engine of the system. It receives instructions from the gesture recognition module and dynamically calculates the required scaling ratio based on the real-time received touch point position data. It directly operates on the root view container of the desktop page and achieves real-time scaling with the bottom right corner as the anchor point by setting its scaleX, scaleY, pivotX, and pivotY properties. It is also responsible for executing the restore animation when the operation ends.

[0060] 4. Coordinate Mapping and Icon Positioning Module: This module runs concurrently with the scaling control module. First, it obtains the physical coordinates of the current touch point and, using the view system's hierarchy and transformation matrix, performs precise inverse coordinate mapping to calculate the corresponding position of the physical coordinates in the scaled desktop's internal coordinate system. Then, it calls the layout manager's query interface to find and return the corresponding icon view object based on the calculated internal coordinates.

[0061] 5. Interactive Feedback Module: This module is tightly coupled with the coordinate mapping and icon positioning module. Once it receives new target icon information, it will perform a series of feedback actions: perform a zoom-in animation on the icon view (visual feedback) and call the system vibration service to generate a vibration (haptic feedback). In addition, it is also responsible for handling the switching feedback between icons and the recovery feedback when the finger is removed.

[0062] 6. Operation Execution Module: This module is used to listen for touch lift events. When an event occurs, it obtains the current highlighted icon information from the interaction feedback module. If a highlighted icon exists, it is responsible for simulating a click event to launch the target application or folder. At the same time, it instructs the zoom control module to execute the restore animation. If no highlighted icon exists, it only instructs the zoom control module to execute the restore animation.

[0063] The data flow and control logic between the above modules fully follow the steps described in the embodiments of the present invention, forming an organic whole.

[0064] ( Example 3 Mobile terminal examples This embodiment provides a mobile terminal, such as a tablet computer or a smartphone; the mobile terminal includes: one or more processors, a memory for storing programs, a touch screen, and a bus system for connecting the above components; the memory stores computer program instructions, and when the processor executes these instructions, it enables the mobile terminal to perform any of the method steps described in Embodiment 1; through the coordinated work of hardware and software, the mobile terminal can provide users with a smooth and efficient desktop one-handed interactive experience.

[0065] ( Example 4 Examples of computer-readable storage media This embodiment provides a computer-readable storage medium, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk; the storage medium stores a computer program, which, when executed by the processor of a mobile terminal, can implement any of the method steps described in Embodiment 1; this makes the technical solution of the present invention easy to distribute and deploy.

[0066] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto; any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in the present invention should be included within the scope of protection of the present invention; therefore, the scope of protection of the present invention should be determined by the scope of protection of the claims.

Claims

1. A desktop one-handed interactive method based on edge-sliding zoom, applied to a mobile terminal with a touch screen, wherein the mobile terminal displays a desktop page including multiple icons, characterized in that, The method includes: Touch detection step: In response to a touch press event within a preset edge area of ​​the touch display screen, continuously detect the movement trajectory of the touch point; Zoom triggering steps: When it is detected that the touch point slides from the preset edge area toward the interior of the desktop page, and the sliding direction and sliding distance meet the preset triggering conditions, a controller framework seizes control of the touch event and enters the one-handed reachable mode; wherein, the controller framework implements a predefined touch controller interface, and determines whether to formally seize control based on the displacement direction and displacement amount in the touch movement event; Real-time scaling step: In the one-handed reach mode, based on the real-time sliding distance of the touch point, the desktop page is continuously scaled in real time with a predetermined anchor point on the touch screen as a reference, and the scaling ratio is inversely proportional to the sliding distance; Coordinate mapping and icon positioning steps: In the real-time scaling step, by recursively traversing the view hierarchy tree, the physical coordinates of the touch point in the top-level container are transformed layer by layer inversely using the inverse matrix of the transformation matrix of each view to obtain the relative coordinates of the touch point inside the scaled desktop page; then, the layout manager is queried according to the relative coordinates to locate the target icon currently pointed to by the touch point. Interactive feedback steps: When it is determined that the touch point points to a target icon, the target icon is visually highlighted and haptic feedback is provided; Operation execution steps: In response to a touch lift event, determine whether the touch point is pointing to a target icon that is in a highlighted state when the touch lift event occurs; if yes, perform the operation associated with the target icon; if no, restore the desktop page to an unscaled state.

2. The desktop one-handed reachable interaction method based on edge sliding scaling according to claim 1, characterized in that, The scaling triggering step further includes: Preset a sliding direction threshold and a sliding distance threshold; In a touch movement event, the lateral displacement dx and longitudinal displacement dy of the touch point relative to the touch press origin are calculated; When it is detected that dx<0 and dy<0, and |dx|+|dy| exceeds the sliding distance threshold, the begin() method of the controller framework is called to transfer the control of subsequent touch events from the system default distribution path to the controller framework, thereby entering the one-handed reach mode.

3. The desktop one-handed reachable interaction method based on edge sliding scaling according to claim 1, characterized in that, In the real-time scaling step, the scaling ratio is calculated using the following formula: scale = 1 - progress × (1 - MIN_SCALE); In this function, progress = clamp((|dx|+|dy|) / MAX_REACH, 0, 1), where dx and dy are the horizontal and vertical displacement components of the touch point relative to the starting point of the touch press event, respectively, MAX_REACH is the preset maximum effective sliding distance, and MIN_SCALE is the preset minimum scaling ratio. The clamp function is used to limit the value of progress to between 0 and 1.

4. The desktop one-handed reachable interaction method based on edge sliding scaling according to claim 1, characterized in that, In the coordinate mapping and icon positioning steps, the method for recursively traversing the view hierarchy tree includes: The BaseDragLayer.mapCoordInSelfToDescendant method is called, taking the physical coordinates of the touch point in the DragLayer as input, and passing them layer by layer along the view hierarchy tree. Each layer uses the inverse matrix of the transformation matrix of that layer's view to perform a reverse transformation until it reaches the CellLayout view that carries the desktop icon, and obtains the relative coordinates.

5. The desktop one-handed reachable interaction method based on edge sliding scaling according to claim 4, characterized in that, The step of querying the layout manager based on the relative coordinates to locate the target icon further includes: Call the CellLayout's pointToCellExact method to convert the relative coordinates into grid coordinates, which include row and column indices; Call the getChildAt method of ShortcutAndWidgetContainer to obtain the corresponding icon view object based on the grid coordinates; The left, top, right, and bottom boundaries of the icon view object are then used to perform a hit check on the relative coordinates. When the relative coordinates fall within the boundaries, the target icon is confirmed to be located.

6. The desktop one-handed reachable interaction method based on edge sliding scaling according to claim 1, characterized in that, In the interactive feedback step, visually highlighting the target icon includes: Perform a zoom-in animation on the view of the target icon, setting its zoom ratio to be greater than the preset highlight ratio of other icons; The tactile feedback is achieved by triggering a brief vibration from the system's vibrator. When the touch point moves from one target icon to another, the previous target icon is restored to its normal display ratio, and the zoom-in animation and haptic feedback are performed on the new target icon.

7. The desktop one-handed reachable interaction method based on edge sliding scaling according to claim 1, characterized in that, The operation execution steps further include: Before or simultaneously with performing the operation associated with the target icon, a recovery animation is initiated, smoothly animates the scaling of the desktop page from its current value to 1.0, and the duration of the recovery animation is a preset duration.

8. A desktop one-handed interactive system based on edge-sliding zoom, applied to a mobile terminal with a touch screen, the mobile terminal displaying a desktop page including multiple icons, characterized in that, The system includes: The touch event monitoring module is used to monitor touch events on the touch display screen and identify touch press, touch move, and touch release events; The gesture recognition module, connected to the touch event monitoring module, is used to determine whether the preset edge sliding and zooming gesture is satisfied based on the received touch event sequence, and to generate corresponding control commands when the preset gesture is satisfied. A scaling control module, connected to the gesture recognition module, is used to respond to the control command and continuously scale the desktop page in real time with a predetermined anchor point on the touch screen as a reference. The scaling ratio is inversely proportional to the sliding distance of the touch point. The coordinate mapping and icon positioning module, connected to the scaling control module, is used to recursively traverse the view hierarchy tree and use the inverse matrix of the transformation matrix of each view to transform the physical coordinates of the touch point layer by layer to the interior of the scaled desktop page during the scaling process, obtain the relative coordinates, and locate the target icon currently pointed to by the touch point according to the relative coordinates. An interactive feedback module, connected to the coordinate mapping and icon positioning module, is used to perform visual highlighting and tactile feedback on the target icon when the target icon is located. The operation execution module, connected to the interaction feedback module and the scaling control module, is used to respond to a touch lift event, determine whether the touch was lifted on the target icon, and if so, execute the operation associated with the target icon; otherwise, control the scaling control module to restore the desktop page to the unscaled state.

9. A mobile terminal, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the desktop one-handed reachable interaction method based on edge sliding scaling as described in any one of claims 1 to 7.

10. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the program is executed by the processor, it implements the desktop one-handed reachable interaction method based on edge sliding scaling as described in any one of claims 1 to 7.