Message interaction control method, terminal device and storage medium

CN122952008APending Publication Date: 2026-10-20NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202611290737.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-08-24
Publication Date
2026-10-20

AI Technical Summary

Technical Problem

然而,在消息流高频刷新的场景下,历史消息在界面中的显示位置持续变化,用户难以在瞬时通过固定坐标的点触操作准确锁定目标消息,往往需要多次调整并重复发起选中请求

Benefits of technology

[0006]第三方面,本公开提供一种计算机可读存储介质,计算机可读存储介质中存储有计算机程序指令,计算机程序指令被处理器执行时用于实现以上任一方法。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This disclosure provides a message interaction control method, a terminal device, and a storage medium. The terminal device provides a graphical user interface, in which a message interaction interface is displayed. The method includes: determining a first message to be output; in response to a drag operation on the first message, selecting a first historical message from the historical messages displayed on the message interaction interface according to the drag operation; and in response to the determination of the first historical message, controlling the display of the first message as a reply message to the first historical message.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a message interaction control method, terminal device, and storage medium. Background Technology

[0002] In instant messaging or gaming scenarios, terminal devices typically display historical messages in a list format and perform associated operations on specified historical messages based on user-input trigger commands. Existing solutions generally rely on long-pressing or clicking on a fixed display area of ​​a message to bring up a function menu, from which the user selects a specific operation type. However, in scenarios where message streams refresh frequently, the display position of historical messages on the interface constantly changes. Users find it difficult to accurately locate the target message instantly using taps at fixed coordinates, often requiring multiple adjustments and repeated selection requests. This causes the terminal device to frequently respond to invalid interaction commands, repeatedly rendering and clearing function menus, redrawing the interface, and recalculating message positions, resulting in unnecessary processor overhead and memory resource consumption, while also increasing the probability of erroneous operations in human-computer interaction. Summary of the Invention

[0003] This disclosure provides a message interaction control method, a terminal device, and a storage medium to address the aforementioned problems in the related technologies.

[0004] In a first aspect, this disclosure provides a message interaction control method, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays a message interaction interface, the method comprising: determining a first message to be output; in response to a drag operation on the first message, selecting a first historical message from the historical messages displayed on the message interaction interface according to the drag operation; and in response to the determination of the first historical message, controlling the display of the first message as a reply message to the first historical message.

[0005] In a second aspect, this disclosure provides a terminal device, including: a processor, a memory, and computer program instructions stored in the memory and executable on the processor; the processor implements any of the above methods when executing the computer program instructions.

[0006] Thirdly, this disclosure provides a computer-readable storage medium storing computer program instructions that, when executed by a processor, are used to implement any of the above methods.

[0007] The message interaction control method, terminal device, and storage medium disclosed herein transform the first message to be output into a draggable object and dynamically select the first historical message directly from the historical messages displayed on the message interaction interface during the dragging process. This replaces the traditional multi-step operation chain of long-pressing and then selecting from a menu layer by layer with a continuous dragging action, significantly shortening the interaction path. At the same time, the selection of the target object is changed from instantaneous click positioning to dynamic positioning accompanying the dragging process. In high-frequency refresh message interaction scenarios, this effectively reduces the probability of misoperation caused by message flow jumps, improves the accuracy and convenience of message interaction, and reduces the computational and resource overhead caused by frequent interface redrawing and page jumps on the terminal device. Attached Figure Description

[0008] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0009] Figure 1 A schematic diagram of a game system with hardware environment provided in one implementation of this disclosure; Figure 2 This is a flowchart of the message interaction control method provided in one implementation of this disclosure; Figure 3 This is a schematic diagram of the interface for the first message provided in one implementation of this disclosure; Figure 4 This is a schematic diagram of the drag-and-drop operation interface provided in one implementation of this disclosure; Figure 5 This is a schematic diagram of the interface for the target message provided in one implementation of this disclosure; Figure 6 This is a schematic diagram of the message interaction control device provided in one implementation of the present disclosure; Figure 7 This is a schematic diagram of the hardware structure of the terminal device provided in one implementation of this disclosure. Detailed Implementation

[0010] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0011] For ease of understanding, the prior art involved in this disclosure will first be described in detail: In existing game chat or instant messaging scenarios, when a user needs to reply to, quote, or forward an existing chat message, the following process is typically used: The user long-presses a chat message sent by another user. The chat system then pops up a pop-up window near the long-pressed message, listing options such as "Reply," "Quote," and "Forward." The user then selects an option in the pop-up window to initiate the corresponding reply, quote, or forward process, which in turn causes the chat system to display the relevant chat message content in the relevant chat channel. Furthermore, when a user needs to transmit a message between different chat channels, they usually need to manually copy the message text, switch pages to the target channel, paste the text into the input box in the target channel, and then send it. Additionally, when a user needs to track the messages of a specific user, they typically have to search through the rapidly refreshing chat message stream one by one. Therefore, it can be seen that in the existing message interaction scenarios, there are problems such as easy misoperation of message interaction operations, lengthy interaction paths, and inefficient information retrieval. Overall, these problems reduce the efficiency and accuracy of human-computer interaction and have an adverse impact on the hardware performance, resource management, and energy consumption control of terminal devices.

[0012] To address the aforementioned issues, this disclosure proposes the following technical concept: By introducing a unified interaction logic centered on "drag and drop" operations into the message interaction interface, the first message to be output (such as a message edited by the user in the input box or a message already sent by the user) is transformed into a draggable object. Responding to a drag operation on this first message, the system directly selects the first historical message from the displayed historical messages as the interaction target based on the drag operation. Then, after the first historical message is determined, the system controls the display of the target message generated based on the first message and the first historical message in the message interaction interface. Through this technical means, users no longer need to go through multiple steps of "long press—pop-up window—select function item—input—send," nor do they need to precisely click a fixed position in a frequently refreshed message stream. Instead, they can complete the association and output between the message and the target historical message through a single, continuous drag-and-drop action. This transforms the selection of the target object from "instantaneous positioning upon clicking" to "dynamic snap-in positioning during dragging," thereby significantly reducing the probability of misoperation caused by message stream jumps. Meanwhile, this unified drag-and-drop interaction logic can be naturally extended to derivative scenarios such as cross-channel message transfer, message filtering by sender, and batch replies. It unifies various previously scattered and lengthy operations into a single set of drag-and-drop gestures, shortening the interaction path and reducing interface hierarchy and page jump frequency. Overall, this disclosure improves the accuracy and convenience of message interaction operations while reducing rendering overhead and resource consumption on terminal devices caused by frequent page jumps and item-by-item searches, effectively improving human-computer interaction efficiency and user experience in high-frequency refresh scenarios.

[0013] Based on the above, the specific details of each technical solution provided in this disclosure will be described in detail below.

[0014] First, the hardware environment required for this disclosure will be introduced.

[0015] In one optional implementation, the message interaction control method, apparatus, storage medium, and terminal device provided in this disclosure can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc., and may also include a client, which can be a game client, browser client, instant messaging client, or mini-program, etc. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.

[0016] For example, when this disclosure is applied to a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive instructions generated by the user interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to instructions, and control the display of the game visuals on the display screen. When the user interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation instructions. The terminal device may provide the graphical user interface to the user in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.

[0017] For example, when this disclosure is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The execution of the game application and the presentation of the game screen are separate; the storage and execution of the game application are completed on the server, while the presentation of the game screen is completed on the client. The client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc., but the terminal device for processing game data is the server in the cloud. When playing the game, the user operates the client to send instructions to the server. The server controls the game to run according to the instructions, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.

[0018] It should be noted that the executing entity in this disclosure can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This application does not limit the type of executing entity.

[0019] For example, in conjunction with the above description, Figure 1 A game system for implementing this disclosure is shown. The game system may include at least one client device 10, at least one server 20, and a network 30. The client device 10 held by a user can connect to different servers 20 via the network 30. The client device 10 is any device with computing hardware capable of supporting and executing game-related software applications.

[0020] In the aforementioned game system, users log in to the game application using their registered game accounts to control the virtual character corresponding to those accounts and participate in the game. During the user's participation in the game through the application, client device 10 and server 20 exchange data. Client device 10 sends various information to server 20, and server 20 determines the display data for client device 10 based on the game mechanics and the received information, then sends the display data back to client device 10 so that client device 10 can display the data sent by server 20 to the user.

[0021] In potential application scenarios, different client devices 10 may be served by different servers 20, or they may be served by the same server 20. When the game system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Furthermore, the game system may include at least one database for continuously storing game-related information when different users are playing multi-user games online.

[0022] It should be noted that in this disclosure, multiple terminal devices run the same virtual game, and data interaction between these devices can be achieved through a game server. Sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the game server, and the game server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the game server, which is the same data that terminal device 2 sent to the game server. Alternatively, a game server may not exist, and terminal device 1 can directly send game data to terminal device 2.

[0023] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system described in this disclosure is intended to more clearly illustrate the technical solutions of this disclosure and does not constitute a limitation on the technical solutions provided in this disclosure. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this disclosure are equally applicable to similar technical problems.

[0024] It is understood that before using the technical solutions disclosed in the embodiments of this disclosure, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this disclosure through appropriate means in accordance with relevant laws and regulations, and user authorization should be obtained. For example, in response to receiving a user's active request, a prompt message can be sent to the user to clearly inform the user that the requested operation will require the acquisition and use of the user's personal information. This allows the user to choose whether to provide personal information to the device, application, server, or storage medium performing the operation of the technical solution of this disclosure based on the prompt message. As an optional but non-limiting implementation, the way to send a prompt message to the user in response to receiving a user's active request can be, for example, a pop-up window, in which the prompt message can be presented in text form. Furthermore, the pop-up window can also include a selection control for the user to choose "agree" or "disagree" to provide personal information to the electronic device. It is understood that the above notification and user authorization process is merely illustrative and does not constitute a limitation on the implementation of this disclosure; other methods that comply with relevant laws and regulations can also be applied to the implementation of this disclosure. It is understood that the data involved in this technical solution (including but not limited to the data itself, the acquisition or use of the data) shall comply with the requirements of relevant laws, regulations and related provisions.

[0025] The preceding text described the hardware environment required for this disclosure. The following text, based on this hardware environment and using a terminal device as the execution subject, will detail various embodiments of the message interaction control method provided in this disclosure. The terminal device can be either the aforementioned client device or the aforementioned local terminal device.

[0026] Please refer to Figure 2 This is a flowchart of a message interaction control method provided in one implementation of this disclosure. In this method, a graphical user interface is provided through a terminal device, and the graphical user interface displays a message interaction interface. As shown in the figure, the message interaction control method includes the following steps: Step S1: Determine the first message to be output.

[0027] In this context, a graphical user interface (GUI) refers to a visual interface rendered and presented to the user by a terminal device to carry message interaction content. In an optional implementation, the GUI is the interface displayed on the terminal device while running a game application or instant messaging application, which may overlay game scenes, virtual characters, functional controls, and message interaction interfaces. For example, in a multiplayer online game client, the GUI displays a virtual game scene in the main area of ​​the screen, and overlays a message interaction interface for carrying chat content on one side or at the bottom of the screen. Similarly, in instant messaging applications, the GUI serves as the overall conversation interface, used to display message exchanges between two or more parties.

[0028] The message interaction interface refers to the area in a graphical user interface used to display messages, receive message operations, and present the results of message interactions. In an optional implementation, the message interaction interface includes a message display area for vertically arranging messages in chronological order, and an optional auxiliary area for carrying operation controls. For example, the message interaction interface could be a chat window in a game, displaying each chat message sequentially from top to bottom in the form of message bubbles, with the sender's avatar and nickname displayed next to the message bubbles. Alternatively, the message interaction interface could be a scrolling list in an instant messaging application, allowing users to scroll up and down to view messages sent at different times.

[0029] Here, the first message to be output refers to the message object determined by the user's operation that will be used to generate and output the interaction result. In an optional implementation, the first message can be the message content that the user is currently editing but has not yet officially sent, or it can be a message that the user has previously sent and displayed in the message interaction interface. For example, in a game chat scenario, if a user edits the message "Support needed here" in the message input box, this message is designated as the first message to be output before it is officially sent. Similarly, if a user has previously sent a message "Team up for a dungeon" in the world channel, this previously sent message is reselected as the first message to be output so that it can be used again in subsequent message interactions.

[0030] For a specific application, please refer to Figure 3This is a schematic diagram of the interface for the first message provided in one implementation of this disclosure. As shown in the figure, the graphical user interface 300 displays a chat system in the game. The chat system provides multiple chat channels 303 and a chat interface 301 corresponding to the current chat channel, as well as a message input box 304. The chat interface 301 is used to display historical chat messages 302 in the current chat channel, and the message input box 304 is used for players to input chat messages to be sent. As shown in the figure, when the game system detects that the player has entered the message "Hello! Let's play together" in the message input box 304, and the player activates the drag-and-drop reply function by long-pressing the message input box 304, the game system determines the message "Hello! Let's play together" as the first message mentioned above, so that it can be used again for subsequent message interactions.

[0031] It is understandable that in step S1, the terminal device determines a specific message object from the content being edited by the user or the message that has been displayed by responding to the user's relevant operations, and uses it as the input basis for subsequent drag-and-drop interactions and target message generation, thus providing a clear operation object for the entire message interaction control process.

[0032] Step S2: In response to the drag operation for the first message, select the first historical message from the historical messages displayed in the message interaction interface according to the drag operation.

[0033] The drag-and-drop operation refers to the user's input operation of moving the first message from its starting position to another position in the message interaction interface by continuous movement. In an optional implementation, the drag-and-drop operation can be implemented by a swipe gesture on the touch screen, that is, the user presses and holds the interface object corresponding to the first message, keeps it in contact with the screen, and moves it continuously, thereby moving the interface object corresponding to the first message in the interface; the drag-and-drop operation can also be implemented by pressing and moving the mouse, gamepad, or other peripheral devices. For example, the user presses and holds the floating message box formed by the first message with their finger and slides it upwards along the screen, causing the floating message box to move with the finger. As another example, the user presses and holds the icon corresponding to the first message with the left mouse button and drags it to move it to the target position in the conversation interface.

[0034] Historical messages refer to messages already displayed in the message interaction interface that were sent before the current time. In an optional implementation, historical messages include messages sent by this terminal device and messages sent by other terminal devices, and each historical message is arranged in chronological order of its sending time in the message interaction interface. For example, in the chat window of the world channel, messages such as "Looking for a team" and "Online trading" sent by other users that have already been displayed are all historical messages. As another example, in a guild channel, previously displayed messages such as notifications and comments sent by guild members constitute historical messages.

[0035] The first historical message refers to the historical message selected from the historical messages displayed on the message interaction interface based on a drag-and-drop operation, and used as the target object for this message interaction. In an optional implementation, the selection of the first historical message is dynamically determined based on the real-time position of the drag-and-drop operation on the interface. As the drag position changes, the object selected as the first historical message can change accordingly until the drag-and-drop operation reaches a state suitable for confirming the selection. For example, when a user drags the floating message box near a historical message sent by another user, "Missing a healer," the system identifies and selects that historical message as the first historical message. Similarly, when a user drags the first message past multiple historical messages, the system selects the historical message currently pointed to by the drag position as a candidate first historical message in real time.

[0036] For a specific application, please refer to Figure 4 This is a schematic diagram of the drag-and-drop operation interface provided in one implementation of this disclosure. As shown in the figure, continuing from the previous example, when the player's finger activates the drag-and-drop reply function on the graphical user interface 400, and the player drags the chat message to be sent (i.e., the first message 401) "Hello! Let's play together" in the chat interface, when the game system detects the real-time movement position of the first message 401 in the chat interface, it selects from multiple historical chat messages displayed in the chat interface based on the relative position between the real-time movement position and the historical chat messages in the chat interface. When the player drags the first message 401 close to the historical chat message 402, the game system recognizes the historical chat message 402 as the aforementioned first historical message and simultaneously displays the operation prompt "Reply after releasing," prompting the player to release the finger to trigger the quick reply function for the historical chat message 402.

[0037] It is understood that in step S2, the terminal device responds to the user's drag operation for the first message, and dynamically selects the first historical message from the displayed historical messages based on the position of the drag operation in the message interaction interface. This makes the selection process of the target historical message complete continuously with the drag action. Even when the message stream is constantly refreshed and the position is constantly changing, the user can accurately lock the required historical message by adjusting the drag position, thereby reducing the probability of misselection.

[0038] Step S3: In response to the determination of the first historical message, control the display of the first message as a reply message to the first historical message.

[0039] The determination of the first historical message refers to the state or event in which a historical message, as the target object, is finally selected during the current drag-and-drop interaction. In an optional implementation, the determination of the first historical message can be triggered by the end action of the drag-and-drop operation, such as when the user releases their finger or mouse button; at this time, the currently selected historical message is determined as the first historical message. For example, if a user drags a floating message box onto a historical message and releases their finger, that historical message is immediately determined as the first historical message. Alternatively, if a user drags the first message onto a historical message and remains there for more than a preset time, the system determines that the historical message has been determined.

[0040] Displaying the first message as a reply to the first historical message refers to displaying a target message generated jointly by the first message and the first historical message, intended for output in the message interaction interface. In an optional implementation, the target message can be a message formed by appending reference or reply relationship information to the first historical message to the content of the first message. When displayed, it can simultaneously reflect the content of the first message and the first historical message it refers to. For example, when displayed, the target message can show a summary of the replied historical message at the top in a reference style, and the content of the first message below, thus forming a message clearly reflecting the "reply relationship." Alternatively, the target message can be a new message formed by moving the first message to the location or channel of the first historical message. At the data encapsulation level, the target message is constructed as a structured message object containing a message content field, a referenced message identifier field, and a reply relationship flag. The message content field stores the text or media content of the first message, the referenced message identifier field records the unique message identifier of the first historical message, and the reply relationship flag is used to identify the subordinate relationship between the target message and the first historical message in the message sequence. When the target message is sent to the corresponding message channel, the terminal device renders the reference style or reply chain structure of the presentation layer according to the reply relationship flag and writes it into the correct channel message queue according to the channel affiliation field.

[0041] Here, "display" refers to presenting the generated target message in the message interaction interface for user viewing. In an optional implementation, displaying the target message includes inserting the target message into the corresponding message sequence of the message interaction interface and rendering it according to message display rules. For example, the system appends the generated target message to the end of the message stream of the message interaction interface and indicates its association with the first historical message. Alternatively, the system displays the target message below the first historical message or in a visually related position to it, to intuitively present the correspondence between the two.

[0042] In one specific application, users communicate in the world chat channel of a multiplayer online game. World chat messages refresh frequently, scrolling upwards on the screen. A user sees a teammate send "Who has extra enhancement stones?" and types "I have five I can give you" into the message input box. This message is then selected as the first message to be displayed. The user presses and holds their finger in the input box, converting the input into a floating message box that follows their finger's movement, and drags it upwards. During this dragging process, although the message stream continues to refresh, the user can fine-tune their finger position to align the floating message box with the teammate's previous message, "Who has extra enhancement stones?" The system selects this previous message as the first historical message and displays it accordingly. When the user releases their finger, the first historical message is confirmed. The system generates a target message with a reference style based on the user's input and the selected historical message, and displays it in the world chat's message interaction interface. This target message displays the referenced "Who has extra enhancement stones?" at the top and "I have five I can give you" below, clearly showing the correspondence between the two messages. Teammates can immediately see that the reply is directed at their previous question.

[0043] Through the above steps, the message interaction control method provided in this disclosure determines the first message to be output and dynamically selects the first historical message from the historical messages in response to the drag operation of the first message. Then, after the first historical message is determined, a target message based on the first message and the first historical message is generated and displayed. The selection of the target object is changed from the traditional instantaneous click positioning to dynamic snap-in positioning accompanied by dragging. This significantly reduces the probability of misoperation caused by message flow jumps in high-frequency refresh message interaction scenarios. It replaces the original multi-step operation chain with a single drag action, shortens the interaction path, reduces the interface hierarchy and page jump frequency, improves the accuracy and convenience of message interaction, and reduces the computing and energy consumption overhead caused by frequent interface redrawing and retrieval of terminal devices.

[0044] Furthermore, in one embodiment of this disclosure, the graphical user interface includes a message input box, which is used to receive messages input by the user. Determining a first message to be output in the message interaction interface includes: In response to a first trigger operation on the message input box, control determines the message entered by the user through the message input box as the first message to be output; or In response to a second trigger operation on a second historical message sent by another terminal device from the historical messages displayed in the message interaction interface, the system controls the determination of the second historical message as the first message to be output.

[0045] In this context, a message input box refers to a control area in a graphical user interface used to receive and temporarily store user input. In one optional implementation, the message input box is located at the bottom or side of the message interaction interface. Users can input text, emoticons, and other content using a virtual or physical keyboard. The input content is temporarily stored in this input box before being sent. For example, a game chat window may have a horizontal text input bar at the bottom; clicking it brings up the keyboard, allowing the user to enter their chat message. Similarly, the input box at the bottom of an instant messaging application may support various content such as text, emoticons, and inserted images.

[0046] The first trigger operation refers to an operation performed on the message input box to trigger the determination of the input box content as the first message and the entry into a drag-and-drop interaction state. In an optional implementation, the first trigger operation can be a long-press operation performed on the message input box, that is, the user presses and holds the message input box for more than a preset time, thereby activating the drag-and-drop logic. For example, after the user finishes entering content in the input box, if the user presses and holds the input box for more than a preset time, the system will encapsulate the content in the input box into a draggable floating message box and determine this content as the first message to be output. Alternatively, the first trigger operation can also be a press operation on a specific control next to the input box, after which the user presses and holds the control to determine the currently entered content as the first message and enter the drag-and-drop state.

[0047] In one specific application, a user wants to respond to a gathering notification posted by the guild leader in a guild channel. They first type "Received, arriving at the meeting point immediately" in the message input box, then long-press the input box. When the long-press duration reaches a preset threshold, the system recognizes this first trigger operation, identifies the edited text content in the input box as the first message to be output, and converts it into a floating message box that follows the user's finger, allowing for subsequent drag-and-drop selection. In this way, the user can directly transition the content being edited into the drag-and-drop interaction process without first clicking "send" and then performing other actions.

[0048] The second historical message refers to a message previously sent by another terminal device (i.e., a user other than the current user) in the historical messages displayed on the message interaction interface. In an optional implementation, the second historical message is a message that another user has previously sent and displayed in the message stream, which is different from the historical messages sent by the current user's terminal device. For example, a message "Looking for a team to run a dungeon" previously sent by another user in the world channel and which has already been displayed is a second historical message.

[0049] The second triggering operation refers to the operation applied to the second historical message to reclassify it as the first message to be output and initiate a drag-and-drop interactive state. In an optional implementation, the second triggering operation can be a long-press operation performed on the second historical message. For example, if a user long-presses a message previously sent by another user, such as "Looking for a team to run a dungeon," for more than a preset duration, the system will classify that message as the first message to be output and convert it into a draggable floating message copy. Alternatively, the second triggering operation can also be a specific gesture operation such as a double-click on the second historical message.

[0050] In one specific application, a user clicks on a "recruiting teammates for dungeon runs" message previously sent by another user in the world channel, hoping to reply to this recruitment message to a specific user. So, the user long-presses the "recruiting teammates for dungeon runs" message sent by another user. After the system recognizes this second trigger operation, it determines the second historical message as the first message to be output and generates a draggable floating copy for the user to drag to other users' messages to reply, while the original second historical message remains unchanged in the message stream.

[0051] Through the above steps, the message interaction control method provided in this disclosure determines the content entered by the user or the historical message sent by other users as the first message to be output by responding to the first trigger operation on the message input box. This allows the user to naturally and quickly switch the message content being edited or the historical message sent by other users into the drag-and-drop interaction process, avoiding additional copying, sending and selection operations, further shortening the operation path and improving the smoothness of message editing and interaction.

[0052] Furthermore, in one embodiment of this disclosure, selecting a first historical message from the historical messages displayed on the message interaction interface according to the drag-and-drop operation includes: Based on the relative distance between the first message and the displayed historical messages, and a preset adsorption distance threshold, candidate first historical messages are determined from the historical messages, and the display of the candidate first historical messages is controlled to be differentiated.

[0053] The relative distance refers to the distance between the position of the first message on the interface and the positions of each historical message on the interface during dragging. In an optional implementation, the relative distance can be the screen pixel distance between the reference point (such as the center point or finger touch point) of the floating message box corresponding to the first message and the reference point of the display area corresponding to the historical message. For example, the system calculates the pixel distance between the center point of the floating message box and the center point of each historical message bubble in real time. Alternatively, the system can use the finger touch point as a reference to calculate the closest distance between it and the boundary of each historical message display area.

[0054] The preset adsorption distance threshold refers to a critical distance value used to determine whether a historical message is close enough to the first message to be selected as a candidate. In an optional implementation, when the relative distance between the first message and a historical message is less than or equal to the adsorption distance threshold, the historical message is considered to have entered the adsorption range. For example, the system sets the adsorption distance threshold to 60dp (density-independent pixel). When the relative distance between the floating message box and a historical message does not exceed 60dp, the historical message is included in the candidate range. Alternatively, the system can dynamically set the adsorption distance threshold according to the pixel density of the terminal device screen. For example, the threshold can be set to 80dp on devices with a pixel density higher than 400dpi, and to 40dp on devices with a pixel density lower than 200dpi, to maintain a consistent adsorption experience in terms of physical size. Furthermore, the system can set the adsorption distance threshold to 50% of the message bubble display width. When the horizontal distance between the center point of the floating message box and the center point of the historical message bubble does not exceed half the width of the bubble, the historical message is included in the candidate range. In another implementation, the system provides a user-customizable interface, allowing users to manually set the adsorption distance threshold within the range of 20dp to 100dp. Furthermore, when multiple historical messages fall within the adsorption range simultaneously, the system identifies the historical message with the smallest relative distance as the first candidate historical message; if the relative distance difference between multiple historical messages is less than a preset difference threshold (e.g., 5dp), a candidate list is displayed floating on the current interface, allowing the user to select the single target historical message.

[0055] Here, the candidate first historical message refers to a historical message that is selected from historical messages based on a comparison between the relative distance and the adsorption distance threshold, and is likely to be identified as the first historical message. In an optional implementation, when multiple historical messages fall within the adsorption range, the system can identify the one with the smallest relative distance as the candidate first historical message. For example, when two historical messages are very close to each other near the floating message box, the system selects the one with the closer distance as the candidate first historical message. Alternatively, the system can continuously update the candidate first historical message as the position changes during dragging.

[0056] Differentiated display refers to displaying the first candidate historical message in a different way than other historical messages to indicate to the user that the currently selected object is about to be selected. In an optional implementation, differentiated display includes visual emphasis processing such as highlighting, adding borders, enlarging, or changing the background color of the first candidate historical message. For example, the system highlights the bubble border of the first candidate historical message in a striking color and slightly enlarges it. Another example is that the system overlays a semi-transparent highlight overlay on the first candidate historical message and provides slight vibration feedback to indicate to the user that the target has been aligned.

[0057] In one specific application, a user long-presses the input box in the world chat to select "I can carry you through the dungeon" as the first message and starts dragging. The message interface densely displays multiple historical messages from other users. When the user drags the floating message box near a historical message "Looking for a pro to carry me through the dungeon," the system calculates the relative distance between the floating box and the surrounding historical messages in real time. It finds that the distance between the "Looking for a pro to carry me through the dungeon" message and the floating box is less than the preset snap-in distance threshold, and it is the closest among all messages falling within the snap-in range. Therefore, it is selected as the candidate first historical message, and the message bubble is highlighted and framed, so that the user can clearly see the target they are about to reply to before releasing the button, avoiding replying to the wrong person due to message refresh.

[0058] Through the above steps, the message interaction control method provided in this disclosure determines the candidate first historical message and displays it separately by combining the relative distance between the first message and the historical message with a preset adsorption distance threshold. This makes the selection of the target historical message have the characteristics of "adsorption to the nearest" and "real-time visual feedback". Users do not need to precisely align the drag position with the target message. They only need to drag it to the vicinity of the target to lock it. This further reduces the selection difficulty and the probability of misoperation in high-frequency refresh scenarios and improves the fault tolerance and accuracy of the interaction.

[0059] Furthermore, in one embodiment of this disclosure, determining the first message to be output in the message interaction interface includes: In response to a third trigger operation on a third historical message sent by the terminal device from the historical messages displayed in the message interaction interface, the system controls the determination of the third historical message as the first message to be output.

[0060] In this context, a third historical message refers to a message previously sent by the current user (i.e., the terminal device) within the historical messages displayed on the message interaction interface. In an optional implementation, a third historical message is a message previously sent by the user and displayed in the message stream, distinct from historical messages sent by other terminal devices. For example, a previously displayed message sent by the user in the world channel, such as "high-priced material acquisition," is a third historical message. Similarly, a reply message previously sent by the user in a group chat can also be considered a third historical message.

[0061] The third trigger operation refers to an operation applied to a third historical message to re-identify it as the first message to be output and initiate a drag-and-drop interactive state. In an optional implementation, the third trigger operation can be a long-press operation performed on a third historical message. For example, if a user long-presses a previously sent message "high-price material purchase" for more than a preset duration, the system will identify that message as the first message to be output and convert it into a draggable floating message copy. Alternatively, the third trigger operation can also be a specific gesture operation such as a double-click on a third historical message.

[0062] In one specific application, a user previously sent a message in the world chat saying "Recruiting fixed teammates for long-term gaming." As time went on, new users kept entering the channel and asking similar questions. The user wanted to reply to multiple new users with this recruitment message again, so they long-pressed their own "Recruiting fixed teammates for long-term gaming" message. After the system recognized this third trigger operation, it designated this third historical message as the first message to be output and generated a draggable floating copy for the user to drag and drop under other users' messages to reply, while the original third historical message remained unchanged in the message stream.

[0063] Through the above steps, the message interaction control method provided in this disclosure determines the third historical message sent by the terminal device as the first message to be output by responding to the third trigger operation. This allows users to conveniently reuse the content of their own sent messages and put them back into the drag-and-drop interaction process without having to re-enter the same content. This provides an efficient operational basis for scenarios such as batch replies and repeated notifications, and reduces the operational cost of repeated input.

[0064] Furthermore, in one embodiment of this disclosure, selecting a first historical message from the historical messages displayed on the message interaction interface according to the drag-and-drop operation includes: Based on the drag trajectory of the first message in the message interaction interface, candidate first historical messages are determined in batches from the displayed historical messages, and the candidate first historical messages are displayed separately.

[0065] The drag trajectory refers to the path traversed by the first message within the message interaction interface during a drag operation. In an optional implementation, the drag trajectory consists of a series of position points along the drag path within the interface, reflecting the area covered by the first message from its starting position to its current position. For example, if a user presses and holds a floating message box and then swipes along multiple historical messages sequentially, the continuous path formed by their finger movement is the drag trajectory. Another example is when a user drags the first message to create a vertical path across multiple messages within the interface.

[0066] In this context, batch selection of candidate first historical messages refers to selecting multiple historical messages as candidate objects at once based on the area traversed or covered by the drag trajectory. In an optional implementation, the system includes all historical messages traversed by the drag trajectory into the set of candidate first historical messages. For example, if a user drags a floating message box across three similar help messages sent by different users, the system will identify all three messages as candidate first historical messages. Alternatively, the system can batch select all historical messages within the area covered by the drag trajectory as the objects for subsequent batch generation of target messages.

[0067] Distinguishing and displaying candidate first historical messages refers to emphasizing multiple selected candidate first historical messages using a display method different from other historical messages. In an optional implementation, the system applies visual emphasis such as highlighting and checking marks to each candidate first historical message selected by the drag trajectory. For example, three historical messages that have been dragged are simultaneously highlighted and a selected checkmark icon is displayed next to them. Alternatively, the system uses a uniform highlighted background color to mark all batch-selected candidate first historical messages, making it easier for users to confirm the selection range.

[0068] In one specific application, a user long-presses on their sent message "Team Address: Main City Fountain" in the world channel to designate it as the first message to be output and generates a floating copy. Then, the user presses and holds this copy, scrolling down through the history messages of several users asking "Where to meet?" The dragging path continuously covers these inquiries, allowing the system to batch-select these history messages as candidate first history messages and highlight them uniformly. After the user confirms the selection, the system can then generate batch reply messages based on the first message, informing multiple inquirers of the meeting address at once.

[0069] Through the above steps, the message interaction control method provided in this disclosure determines multiple candidate first historical messages in batches according to the drag trajectory of the first message and displays them separately. This allows users to select multiple interaction targets simultaneously with a single drag action, thereby supporting the efficient batch reply of the same message to multiple objects, greatly reducing the number of repeated operations and significantly improving communication efficiency in high-frequency communication scenarios.

[0070] Furthermore, in one embodiment of this disclosure, the method further includes: In response to the first message being dragged to the edge of the interface in the message interaction interface, the historical messages displayed in the message interaction interface are controlled to be scrolled and updated based on the interface direction matching the interface edge.

[0071] Here, the interface edge refers to the boundary area of ​​the message interaction interface on the display area. In an optional implementation, the interface edge includes the upper and lower edge areas of the message interaction interface, and optionally also includes left and right edge areas. Each edge area is a triggerable strip with a certain width near the interface boundary. For example, the area within a certain height range at the top of the message interaction interface is set as the upper edge area, and the area within a certain height range at the bottom is set as the lower edge area. Alternatively, the system may uniformly identify the area within a preset pixel width from the interface boundary as the interface edge.

[0072] The interface direction matching the interface edge refers to the scrolling direction of historical messages corresponding to the triggered interface edge. In one optional implementation, the upper edge area matches the upward scrolling interface direction, and the lower edge area matches the downward scrolling interface direction. For example, when the first message is dragged to the upper edge area, the corresponding interface direction is upward, used to display earlier historical messages; when the first message is dragged to the lower edge area, the corresponding interface direction is downward, used to display newer historical messages. Alternatively, the system dynamically determines the matching scrolling direction based on the position of the triggered edge. As another optional implementation, when the first message is dragged to the left or right edge area of ​​the message interaction interface and remains there, the system controls the horizontal scrolling update of the historical messages displayed in the message interaction interface based on the horizontal interface direction matching that edge. For example, when the first message is dragged to the right edge area and remains there, the historical messages in the message interaction interface continuously scroll horizontally from left to right to display earlier historical messages or related side index bars located on the right side of the currently visible area, thereby facilitating users to quickly locate target messages in ultra-wide message scenarios or multi-column message layouts. Horizontal scrolling stops when the first message leaves the left or right edge area or when the dragging operation ends.

[0073] In this context, scrolling and updating historical messages refers to controlling the message interaction interface to scroll along a matching interface direction while the drag-and-drop operation continues, thereby updating the historical message content displayed on the interface. In an optional implementation, when the first message remains at a certain interface edge, the historical messages continue to scroll in the corresponding direction until the first message leaves that interface edge or the drag-and-drop operation ends. For example, if a user drags a floating message box to the top edge and holds it there, the message stream continues to scroll upwards, gradually displaying earlier historical messages, making it easier for the user to find an earlier sent target message. Conversely, if a user drags a floating message box to the bottom edge and holds it there, the message stream scrolls downwards to return to a more recent message position.

[0074] In one specific application, a user wants to reply to a historical message sent tens of seconds ago that has been pushed out of the current visible area by newer messages. The user edits their reply in the input box, long-presses to confirm it as the first message, and then starts dragging. However, the target historical message is no longer within the current screen range. At this point, the user drags the floating message box to the top edge of the chat window and holds it there. The system recognizes that the first message has entered the top edge area and controls the message flow to scroll upwards based on the upward interface direction matching the top edge, presenting earlier historical messages one by one. When the target historical message scrolls into the visible area, the user moves the floating message box near that message and releases it, thus completing the reply to the earlier historical message. The entire process requires no interruption of dragging to manually flip through pages. In another specific application, after scrolling up to find earlier messages, a user discovers that the latest messages are no longer within the current screen range. At this point, the user drags the floating message box to the bottom edge of the chat window and holds it there. The system recognizes that the first message has entered the bottom edge area and controls the message flow to continue scrolling down based on the downward interface direction matching the bottom edge, presenting the updated historical messages one by one. When the latest message that the user wants to view re-enters the visible area, the user moves the floating message box near that message and releases it, thus completing the reply to the latest message.

[0075] Through the above steps, the message interaction control method provided in this disclosure updates historical messages based on the matching interface direction by responding to the first message being dragged to the edge of the interface. This allows users to review and locate historical messages outside the current screen without releasing the drag or interrupting the interaction process. It solves the problem of difficulty in selecting target messages when they move out of the visible area due to message refresh, and further enhances the usability and continuity of drag-and-drop interaction in long message flow scenarios.

[0076] Furthermore, in one embodiment of this disclosure, the graphical user interface includes multiple channel switching controls, each channel switching control corresponding to a message channel. Before selecting a first historical message from the historical messages displayed on the message interaction interface according to the drag operation, the method further includes: In response to the first message being dragged to the channel switching control corresponding to the target message channel, the historical messages corresponding to the target message channel are switched and displayed in the message interaction interface.

[0077] In this context, a channel switching control refers to an operational control in a graphical user interface (GUI) used to switch between different message channels. In one optional implementation, the GUI displays multiple channel switching controls side-by-side, each corresponding to a different message channel. Users can switch the currently displayed message channel by operating the corresponding control. For example, the top of the chat interface may display multiple channel labels such as "World," "Guild," and "Private Chat," each label serving as a channel switching control. Alternatively, the side of the interface may display multiple channel entrances arranged as icons, each icon corresponding to a different message channel.

[0078] In this context, a message channel refers to a logical channel used to group and carry messages according to different communication scopes or recipients. In one optional implementation, different message channels correspond to different message reception scopes; for example, the world channel is for all users on the server, the guild channel is for members of the same guild, and the private chat channel is for a specific single recipient. For instance, messages in the world channel are visible to all online users, while messages in the guild channel are only visible to members of that guild. Similarly, messages in the private chat channel are only visible between two specific users.

[0079] The target message channel refers to the message channel corresponding to the channel switching control to which the first message is dragged. In an optional implementation, when the first message is dragged into the scope of a channel switching control, the message channel corresponding to that control is identified as the target message channel. For example, if the user drags the floating message box to the "Gang" tab, the Gang channel is identified as the target message channel. Similarly, if the user drags the first message to the "Private Chat" entry, the Private Chat channel becomes the target message channel.

[0080] Switching the display of historical messages corresponding to the target message channel refers to changing the message content currently displayed on the message interaction interface to the historical messages under the target message channel. In an optional implementation, when the target message channel is identified, the message interaction interface switches from the message display state of the current channel to the message display state of the target message channel, displaying the historical messages under that channel. For example, if the user is currently in the world channel and drags the first message to the "Guild" control, the message interaction interface switches to displaying the historical messages of the guild channel. Another example is that the interface switches from displaying the guild channel to displaying the historical messages of the private chat channel.

[0081] In one specific application, a user is editing a message in the world channel, "Gather at 8 PM to fight the boss," and after setting it as the first message, begins dragging it. The user wants to send this message to the guild channel to notify guild members. During the dragging process, the user first moves the floating message box to the "Guild" channel switching control at the top of the interface. The system recognizes that the first message has been dragged to the corresponding guild channel switching control and immediately switches the message interaction interface from the world channel to displaying the guild channel's historical messages. At this point, the user can continue dragging and selecting the recipients in the guild channel's historical messages, or directly output the message within that channel, achieving cross-channel flow within the same drag-and-drop process without needing to exit the current operation and manually switch pages.

[0082] Through the above steps, the message interaction control method provided in this disclosure switches the display of historical messages of the target message channel by responding to the first message being dragged to the channel switching control corresponding to the target message channel. This allows users to directly complete channel switching and loading of target channel content during the continuous process of dragging the first message. The original multi-step cross-channel operation that required "copying - exiting - switching pages - entering the target channel" is converged into a single drag action, which significantly shortens the operation path of cross-channel interaction and reduces the frequency of interface jumps and the corresponding rendering overhead.

[0083] Furthermore, in one embodiment of this disclosure, in response to the determination of the first historical message, controlling the display of a target message generated based on the first message and the first historical message in the message interaction interface includes: In response to the determination of the first historical message, a reply relationship is established between the first message and the first historical message, and a target message generated based on the reply relationship is displayed in the message interaction interface.

[0084] In this context, a response relationship refers to the association that characterizes a first message as a response to a first historical message. In an optional implementation, the response relationship is established by binding the identifier information of the first historical message to the first message, ensuring that the target message, both in display and logic, points to the first historical message that has been responded to. For example, the system records the message identifier and sender information of the first historical message in the reference field of the first message, thus forming a response relationship. Alternatively, the response relationship can be manifested as a summary of the target message's content and a redirect association when the target message is displayed.

[0085] In this context, the target message generated based on the reply relationship refers to the message formed by associating the first message with the first historical message according to the established reply relationship. In an optional implementation, the target message, when displayed, simultaneously presents the reference content of the first historical message that was replied to and the content of the first message. For example, the target message might reference the first historical message "Missing a tank" in light-colored small text at the top, with the first message "I can come" displayed below it. Alternatively, the target message might form a reply chain structure with the first historical message through indentation, connecting lines, etc., visually presenting the correspondence between the two.

[0086] For a specific application, please refer to Figure 5 This is a schematic diagram of the interface for the target message provided in one implementation of this disclosure. As shown in the figure, continuing from the previous example, after activating the drag-and-drop reply function, when a player drags the chat message to be sent (i.e., the first message 502) "Hello! Let's play together" in the graphical user interface 500 and releases their finger, the historical message 501 is selected by the game system as the first historical message. When the player releases their finger from the graphical user interface 500, the game system immediately establishes a reply relationship between the historical message 501 and the first message 502, and generates a target message based on this reply relationship, which is a message reply chain structure formed by the historical message 501 and the first message 502. The target message is then displayed in the chat interface, so that all players in the chat interface can immediately see that the first message 502 is a response to the historical message 501, avoiding ambiguity in channels with multiple topics running concurrently.

[0087] Through the above steps, the message interaction control method provided in this disclosure establishes a reply relationship between the first message and the first historical message after the first historical message is determined, and generates a target message accordingly. This enables the output message to clearly carry and display the reply direction. In high-frequency message interaction scenarios with multiple people and multiple topics in parallel, the ambiguity of unclear reply objects is effectively eliminated, and the clarity and accuracy of message interaction are improved.

[0088] Furthermore, in one embodiment of this disclosure, the graphical user interface includes multiple message channels, and the target message generated based on the reply relationship is displayed in the message interaction interface, including: Determine the first message channel corresponding to the first historical message; The system controls the sending of a target message generated based on the reply relationship to the first message channel, and adds the target message to the historical messages corresponding to the first message channel displayed in the message interaction interface.

[0089] The first message channel refers to the message channel to which the first historical message belongs. In an optional implementation, the system determines the first message channel to which the first historical message belongs based on its channel affiliation attribute. For example, if the "Request to Join a Team" message selected as the first historical message is sent to the world channel, then the world channel is the first message channel. Similarly, if the selected first historical message belongs to the guild channel, then the guild channel is the first message channel.

[0090] Sending a target message to the first message channel refers to delivering the target message generated based on the reply relationship to the first message channel where the first historical message is located. In an optional implementation, the system sends the target message as a new message under the first message channel, making it visible to objects within the channel's receiving range. For example, a target message generated for a historical message in the world channel is sent to the world channel and is visible to all users on the server. As another example, a target message generated for a guild channel message is sent to the guild channel and is only visible to guild members.

[0091] Adding the target message to the historical messages corresponding to the first message channel means appending and displaying the target message to the message stream of the first message channel displayed on the message interaction interface. In an optional implementation, the target message is appended to the corresponding position in the message stream of the first message channel according to the message sequence and then rendered and displayed. For example, the target message is displayed at the end of the world channel message stream and forms a reference association with the replied historical messages. Another example is that the target message is inserted into the guild channel message stream and briefly highlighted to indicate that a new message has arrived.

[0092] In one specific application, a user browsing the world chat sees a historical message that says "Selling top-tier mount, price via private message." The user then edits the message "Is this mount still available?" and drags it onto the message, setting it as the first historical message and establishing a reply relationship. The system recognizes that this first historical message belongs to the world chat, designating it as the first message channel. It then sends the target message generated based on the reply relationship to the world chat and appends it to the world chat's message stream, ensuring that the user selling the mount, as well as other users interested in this information, can see this quoted inquiry message in the world chat.

[0093] Through the above steps, the message interaction control method provided in this disclosure ensures that the reply message is accurately delivered to the same channel environment as the replied message by determining the first message channel corresponding to the first historical message and sending the target message generated based on the reply relationship to the channel and adding its display in its message stream. This ensures that the reply is visible within the correct range and maintains the consistency of the message context, avoiding communication chaos caused by cross-channel missending.

[0094] Furthermore, in one embodiment of this disclosure, the graphical user interface includes multiple channel switching controls, each channel switching control corresponding to a message channel. Before selecting a first historical message from the historical messages displayed on the message interaction interface according to the drag operation, the method further includes: In response to the drag-and-drop operation ending at the channel switching control corresponding to the target message channel, the system controls the sending of the first message to the target message channel and adds the first message to the historical messages corresponding to the target message channel displayed in the message interaction interface.

[0095] The term "drag operation ending at the channel switching control corresponding to the target message channel" means that the termination action of the drag operation (such as releasing the finger) occurs within the scope of a channel switching control. In an optional implementation, when the user drags the first message onto a channel switching control and releases the finger at that control, the drag operation is determined to have ended at the target message channel corresponding to that control. For example, the user drags the floating message box onto the "World" channel switching control and releases it directly. Another example is the user dragging the first message to the "Private Chat" entry point and releasing it.

[0096] Sending the first message to the target message channel means directly delivering the first message to the target message channel corresponding to the channel switching control as a single message. In an optional implementation, when the drag ends at the channel switching control, the system no longer requires further selection of specific historical messages, but instead sends the first message as a whole to the target message channel, targeting the channel's receiving range. For example, if a user drags an edited "server-wide shout-out" to the world channel control and releases it, the message is sent as a regular message to the world channel, targeting all users on the server. Similarly, if a user drags a message to the guild channel control and releases it, the message is sent to all guild members.

[0097] Adding the first message to the historical messages corresponding to the target message channel means appending the first message sent to the message stream of the target message channel displayed in the message interaction interface. In an optional implementation, the first message is appended to the message stream of the target message channel in chronological order after it is sent. For example, the first message sent to the world channel is displayed at the end of the world channel message stream. Similarly, the first message sent to the guild channel is newly displayed in the guild channel message stream.

[0098] In one specific application, a user edited a message in a private chat channel saying "Tonight's activities will proceed as scheduled," intending to send it as a notification to the entire guild rather than a specific member. After long-pressing to confirm the message as the first message, the user dragged the floating message box directly to the "Guild" channel switch control at the top of the interface and released it. The system determined that the drag operation ended at the channel switch control corresponding to the guild channel, so it no longer required selecting a specific reply recipient. Instead, it sent the first message as a message to all guild members to the guild channel and appended the message to the guild channel's message stream, thus achieving rapid mass messaging to the entire channel.

[0099] Through the above steps, the message interaction control method provided in this disclosure sends the first message to the target message channel and adds it to the display by directly ending the drag operation with the channel switching control corresponding to the target message channel. This provides users with an interaction path that is different from "replying to a single historical message" and "sending messages to the entire channel". This allows the same set of drag gestures to complete both precise replies to specific objects and message sending to all members of the channel. The interaction logic is unified and the operation is efficient.

[0100] Furthermore, in one embodiment of this disclosure, the historical messages displayed on the message interaction interface are each associated with a corresponding message sender identifier, and the method further includes: In response to a fourth trigger operation targeting a target historical message or a target message sender identifier, control the filtering and display of historical messages associated with the target message sender identifier in the graphical user interface.

[0101] The message sender identifier refers to relevant information used to identify the source of historical messages. In one optional implementation, the message sender identifier includes the sender's avatar, nickname, account identifier, etc., and is displayed in association with each historical message sent by that sender. For example, the sender's avatar and nickname are displayed next to each historical message bubble. Alternatively, the system records the sender's unique account identifier in the historical messages to distinguish different senders.

[0102] Here, the target message sender identifier refers to the message sender identifier of a specific sender that is targeted by the fourth triggering operation and used as the filtering criterion. In an optional implementation, the user identifies the sender as the target message sender by interacting with information such as the sender's avatar next to a historical message. For example, the user interacts with the avatar of an active user to identify that user as the target message sender identifier. Another example is that the user selects a sender's nickname as the filtering target.

[0103] The fourth triggering operation refers to an operation applied to the target historical message / target message sender identifier to trigger the filtering and display of that historical information. In an optional implementation, the fourth triggering operation can be a long-press and drag-down operation performed on the sender's avatar. For example, if a user long-presses a user's avatar and drags it vertically downwards beyond a certain distance, filtering of messages for that user is triggered. Alternatively, the fourth triggering operation can also be a specific gesture operation on the sender's avatar.

[0104] The filtering and displaying of historical messages associated with the target message sender's identifier means that only historical messages sent by the target sender are presented in the graphical user interface, while messages from other senders are blocked. In an optional implementation, the system filters the message stream according to the target message sender's identifier, retaining and displaying only the historical messages of that sender, and can prominently indicate that it is in filtering mode on the interface. For example, after a user performs a pull-down operation on a user's avatar, the chat window only displays messages from that user in the world channel, while messages from other users are temporarily hidden, and a prompt "Chat information of user XXX has been pinned" is displayed at the top of the window. The user can exit the filtering mode by clicking the close button. Alternatively, the system can display all historical messages of the target sender in a list format for easy browsing by the user.

[0105] In one specific application, a user in a highly information-dense world channel wants to keep track of the messages from a user engaged in business negotiations, but that user's messages are constantly being overwhelmed by a large number of irrelevant messages. The user long-presses the avatar next to the message and drags it vertically downwards a short distance. The system recognizes this as a third-party trigger action targeting the sender of the message in question. It then filters and displays the user's historical messages in the interface, blocking messages from other users, and displays a "This user's chat message is pinned" notification at the top of the chat window. The user can then focus on viewing all relevant messages from that user in a clean interface. After the negotiation ends, clicking the close button at the top restores the display of all user messages.

[0106] Through the above steps, the message interaction control method provided in this disclosure filters and displays the historical messages associated with the sender in the interface by responding to the fourth trigger operation targeting the target historical information or the sender identifier of the target message. This allows users to quickly extract and focus on the speech of a specific sender from a massive amount of messages with a single gesture. This solves the problem in the prior art that tracking a person's speech requires searching through each message one by one, resulting in extremely low information retrieval efficiency. It not only improves information retrieval efficiency but also reduces the continuous rendering of irrelevant messages by the terminal device, thereby reducing resource and energy consumption.

[0107] Secondly, this disclosure also provides a message interaction control device.

[0108] Please refer to Figure 6This is a schematic diagram of the message interaction control device provided in one implementation of this disclosure. In this device, a graphical user interface is provided through a terminal device, and the graphical user interface displays a message interaction interface. As shown in the figure, the message interaction control device 100 may include: Determining module 101 is used to determine the first message to be output; Selection module 102 is used to select the first historical message in response to a drag operation for the first message, according to the drag operation in the historical messages displayed in the message interaction interface; Display module 103 is configured to, in response to the determination of the first historical message, control the display of the first message as a reply message to the first historical message.

[0109] It should be noted that the above is only a brief description of the message interaction control device 100 provided in this disclosure. The process steps and / or functions performed by the message interaction control device 100 when it is working are generally consistent with the steps and / or functions described in the various embodiments of the message interaction control method disclosed above. Therefore, they will not be described in detail here.

[0110] As described above, the message interaction control device 100 provided in this disclosure determines the first message to be output and dynamically selects the first historical message from the historical messages in response to the drag operation of the first message. Then, after the first historical message is determined, a target message based on the first message and the first historical message is generated and displayed. The selection of the target object is changed from the traditional instantaneous click positioning to dynamic snap-in positioning accompanied by dragging. This significantly reduces the probability of misoperation caused by message flow jumps in high-frequency message interaction scenarios. It also replaces the original multi-step operation chain with a continuous drag action, shortening the interaction path and reducing the interface hierarchy and page jump frequency. This not only improves the accuracy and convenience of message interaction, but also reduces the computing and energy consumption of the terminal device caused by frequent interface redrawing and retrieval.

[0111] Furthermore, this disclosure also provides a terminal device.

[0112] Please refer to Figure 7 This is a schematic diagram of the hardware architecture of a terminal device provided in one implementation of this disclosure. As shown in the figure, the terminal device 200 includes a processor 201, a memory 202, a communication interface, and a bus 203. The processor 201, the communication interface, and the memory 202 are connected via the bus 203. Processor 201 may be an integrated circuit chip with signal processing capabilities. The aforementioned processor 201 can also be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. A general-purpose processor can be a microprocessor or any conventional processor.

[0113] Memory 202 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. Bus 203 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 7 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0114] In an alternative implementation, memory 202 stores computer-executable instructions that can be executed by processor 201. Processor 201 executes these computer-executable instructions and can provide a graphical user interface (GUI) through a terminal device. The GUI displays a message interaction interface and implements the aforementioned message interaction control method, specifically including the following steps: Determine the first message to be output; In response to a drag operation on the first message, a first historical message is selected from the historical messages displayed on the message interaction interface according to the drag operation; In response to the determination of the first historical message, the control displays the first message as a reply to the first historical message.

[0115] It should be noted that the above is only a brief description of the terminal device 200 provided in this disclosure. The process steps and / or functions implemented by the terminal device 200 when it is working are largely consistent with the steps and / or functions implemented in the various embodiments of the message interaction control method provided in the previous text. Therefore, they will not be described in detail here.

[0116] As described above, the terminal device 200 provided in this disclosure determines the first message to be output and dynamically selects the first historical message from the historical messages in response to the drag operation for the first message. Then, after the first historical message is determined, a target message based on the first message and the first historical message is generated and displayed. The selection of the target object is changed from instantaneous click positioning to dynamic snap-in positioning accompanied by dragging. This significantly reduces the probability of misoperation in high-frequency message interaction scenarios. It also replaces the original multi-step operation chain with a continuous drag action, shortening the interaction path and reducing the frequency of interface jumps. This not only improves the accuracy and convenience of message interaction, but also reduces the computing and energy consumption overhead caused by frequent interface redrawing and retrieval of the terminal device.

[0117] Finally, this disclosure also provides a computer-readable storage medium.

[0118] In an alternative implementation, the computer-readable storage medium stores computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to provide a graphical user interface (GUI) through a terminal device. The GUI displays a message interaction interface and implements the aforementioned message interaction control method, specifically including the following steps: Determine the first message to be output; In response to a drag operation on the first message, a first historical message is selected from the historical messages displayed on the message interaction interface according to the drag operation; In response to the determination of the first historical message, the control displays the first message as a reply to the first historical message.

[0119] It should be noted that the above is only a brief description of the computer-readable storage medium provided in this disclosure. The process steps and / or functions performed by the computer-readable storage medium provided in this disclosure are largely consistent with the steps and / or functions described in the various embodiments of the message interaction control method provided in the foregoing text disclosure, so they will not be described in detail here.

[0120] As described above, the computer-readable storage medium provided in this disclosure determines the first message to be output and dynamically selects the first historical message from the historical messages in response to a drag operation on the first message. Then, after the first historical message is determined, a target message based on the first message and the first historical message is generated and displayed. The selection of the target object is changed from instantaneous click positioning to dynamic snap-in positioning accompanied by dragging. This significantly reduces the probability of misoperation in high-frequency message interaction scenarios. It also replaces the original multi-step operation chain with a continuous drag action, shortening the interaction path and reducing the frequency of interface jumps. This not only improves the accuracy and convenience of message interaction, but also reduces the computing and energy consumption overhead caused by frequent interface redrawing and retrieval of terminal devices.

[0121] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A message interaction control method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays a message interaction interface. Determine the first message to be output; In response to a drag operation on the first message, a first historical message is selected from the historical messages displayed on the message interaction interface according to the drag operation; In response to the determination of the first historical message, the control displays the first message as a reply to the first historical message.

2. The method according to claim 1, characterized in that, The graphical user interface includes a message input box for receiving messages input by the user; the step of determining the first message to be output includes: In response to a first trigger operation on the message input box, control determines the message entered by the user through the message input box as the first message to be output; or In response to a second trigger operation on a second historical message sent by another terminal device from the historical messages displayed in the message interaction interface, the system controls the determination of the second historical message as the first message to be output.

3. The method according to claim 2, characterized in that, The step of selecting a first historical message from the historical messages displayed on the message interaction interface based on the drag-and-drop operation includes: Based on the relative distance between the first message and the displayed historical messages, and a preset adsorption distance threshold, candidate first historical messages are determined from the historical messages, and the display of the candidate first historical messages is controlled to be differentiated.

4. The method according to claim 1, characterized in that, The step of determining the first message to be output includes: In response to a third trigger operation on a third historical message sent by the terminal device from the historical messages displayed in the message interaction interface, the system controls the determination of the third historical message as the first message to be output.

5. The method according to claim 4, characterized in that, The step of selecting a first historical message from the historical messages displayed on the message interaction interface based on the drag-and-drop operation includes: Based on the drag trajectory of the first message in the message interaction interface, candidate first historical messages are determined in batches from the displayed historical messages, and the candidate first historical messages are displayed separately.

6. The method according to claim 1, characterized in that, The method further includes: In response to the first message being dragged to the edge of the interface in the message interaction interface, the historical messages displayed in the message interaction interface are controlled to be scrolled and updated based on the interface direction matching the interface edge.

7. The method according to claim 1, characterized in that, The graphical user interface includes multiple channel switching controls, each channel switching control corresponding to a message channel; Before the step of selecting a first historical message from the historical messages displayed on the message interaction interface based on the drag operation, the method further includes: In response to the first message being dragged to the channel switching control corresponding to the target message channel, the historical messages corresponding to the target message channel are switched and displayed in the message interaction interface.

8. The method according to claim 1, characterized in that, The step of controlling the display of the first message as a reply message to the first historical message in response to the determination of the first historical message includes: In response to the determination of the first historical message, a reply relationship is established between the first message and the first historical message, and a target message generated based on the reply relationship is displayed in the message interaction interface.

9. The method according to claim 8, characterized in that, The graphical user interface includes multiple message channels, and the step of displaying the target message generated based on the reply relationship in the message interaction interface includes: Determine the first message channel corresponding to the first historical message; The system controls the sending of a target message generated based on the reply relationship to the first message channel, and adds the target message to the historical messages corresponding to the first message channel displayed in the message interaction interface.

10. The method according to claim 1, characterized in that, The graphical user interface includes multiple channel switching controls, each channel switching control corresponding to a message channel; Before the step of selecting a first historical message from the historical messages displayed on the message interaction interface based on the drag operation, the method further includes: In response to the drag-and-drop operation ending at the channel switching control corresponding to the target message channel, the system controls the sending of the first message to the target message channel and adds the first message to the historical messages corresponding to the target message channel displayed in the message interaction interface.

11. The method according to claim 1, characterized in that, The historical messages displayed on the message interaction interface are each associated with a corresponding message sender identifier, and the method further includes: In response to a fourth trigger operation targeting a target historical message or a target message sender identifier, control the filtering and display of historical messages associated with the target message sender identifier in the graphical user interface.

12. A message interaction control device, characterized in that, The device provides a graphical user interface (GUI) via a terminal device, wherein the GUI displays a message interaction interface, and the device includes: The determination module is used to determine the first message to be output. The selection module is used to respond to a drag operation on the first message and select the first historical message from the historical messages displayed on the message interaction interface according to the drag operation. The display module is configured to, in response to the determination of the first historical message, control the display of the first message as a reply message to the first historical message.

13. A terminal device, characterized in that, include: Processor, memory, and computer program instructions stored in said memory and executable on said processor; When the processor executes the computer program instructions, it implements the method as described in any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer program instructions that, when executed by a processor, are used to implement the method as described in any one of claims 1 to 11.