Game processing method, and electronic device
By displaying key management and mapping areas in separate zones on electronic devices, the problem of poor connection between external devices and game application operation mapping is solved, achieving an immersive key mapping experience and efficient operation configuration.
Patent Information
- Application Number
- PCT/CN2024/115668
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-29
- Publication Date
- 2026-03-05
AI Technical Summary
When electronic devices map the buttons of external devices to the operation of game applications, they cannot provide an immersive mapping experience, which is prone to invalid or erroneous phenomena, resulting in a poor user experience.
The electronic device features a layout that divides the key management area into a key mapping area and a key mapping area. These areas display the keys of external devices and the operation controls of game applications, respectively, avoiding obstruction and providing an immersive mapping connection experience. The layout also supports flexible configuration and quick deletion of key mapping connections.
It improves the user experience, avoids invalid or incorrect mapping connections, enhances operational comfort and efficiency, and meets users' configuration needs.
Smart Images

Figure CN2024115668_05032026_PF_FP_ABST
Abstract
Description
Game processing methods and electronic devices Technical Field
[0001] This application relates to the field of electronic technology, and more particularly to a game processing method and an electronic device. Background Technology
[0002] With the continuous development of technology, users are spending increasingly more time using electronic devices such as tablets, foldable phones, or smartphones for learning, work, and entertainment. Currently, when playing games, electronic devices are often connected to external devices such as mice, keyboards, or gamepads, allowing users to obtain a better gaming experience.
[0003] However, when mapping buttons on external devices to operations in game applications, electronic devices cannot provide an immersive mapping experience, and sometimes the mapping connection is invalid or incorrect, resulting in a poor user experience.
[0004] Summary of the Invention
[0005] This application provides a game processing method and an electronic device that can display a key management area and a key mapping area in a partitioned layout, providing users with an immersive mapping connection experience.
[0006] Firstly, a method for processing games is provided, which is applied to an electronic device connected to an external device, and the method includes:
[0007] Displays the first interface of the first game application, which includes multiple game operation controls;
[0008] In response to the first operation, a second interface of the second game application is displayed. The second interface of the second game application includes a first area and a second area. The first area and the second area do not overlap. In the first area, at least one peripheral icon is displayed. Each peripheral icon corresponds to a key on an external device. In the second area, the game screen and placement area of the second game application are displayed. The placement area is displayed on top of the game screen and matches the position of the game operation controls in the game screen.
[0009] In response to a second operation of placing the first peripheral icon in the first placement area, a third interface of the second game application is displayed. The third interface is used to indicate the operation function corresponding to the first peripheral icon and the game operation control associated with the first placement area.
[0010] Based on the method in the first aspect, the electronic device can display a first area and a second area separately in its layout. The first area displays one or more peripheral icons related to the keys of the external device, while the second area displays the game screen and game operation controls of the game application. This ensures that the first area does not obstruct the second area, avoiding problems such as invalid operations or unclear operation areas due to obstruction. It facilitates key mapping between the keys on the external device and the operations in the game application in the first and second areas, providing users with an immersive mapping connection operation, avoiding invalid or incorrect mapping connections, and improving the user's operating experience.
[0011] In one possible design of the first aspect, the first game application and the second game application are the same application, and the first operation is a drag operation from one side of the first interface toward the screen of the electronic device.
[0012] Thus, after the first game application is launched, the electronic device can display the first area and the second area separately.
[0013] In one possible design of the first aspect, the first game application and the second game are different applications, the first interface includes a first control, the first operation is an operation performed on the first control, and the first control is used to switch from the first game application to the second game application.
[0014] Thus, the electronic device can switch from key mapping between the keys in the external device and the operations in the first game application to key mapping between the keys in the external device and the operations in the second game application.
[0015] In one possible design of the first aspect, the second interface is either the in-game interface of the second game application or the out-of-game interface of the second game application.
[0016] This enriches the ways to implement the second interface.
[0017] In one possible design of the first aspect, at least one game control corresponds to at least one peripheral icon.
[0018] This allows for convenient and flexible configuration of the mapping connection between the keys in the external device and the operations in the second game application.
[0019] In one possible design of the first aspect, the external devices include a mouse and a keyboard, and the peripheral icons include: an icon for moving the mouse, an icon for the left mouse button, an icon for the right mouse button, an icon for the arrow keys, an icon for scrolling the scroll wheel up, an icon for scrolling the scroll wheel down, and icons for keyboard keys.
[0020] In one possible design of the first aspect, the external device includes: a gamepad, and the peripheral icons include: an icon for the left strafe button, an icon for the right strafe button, an icon for the deceleration button, an icon for the acceleration button, an icon for the jump button, an icon for the attack button, an icon for the cancel button, an icon for the confirm button, an icon for the left analog stick, an icon for the right analog stick, and an icon for the directional pad.
[0021] In one possible design of the first aspect, the second operation is the operation of dragging the first peripheral icon to the first placement area.
[0022] Thus, electronic devices can place peripheral icons in the first area into the placement area in the second area, realizing a mapping connection between the keys in the external device and the operations in the second game application.
[0023] In one possible design of the first aspect, the method further includes, before displaying the third interface of the second game application:
[0024] In response to the second operation, the first placement area is highlighted;
[0025] And / or, in response to the second operation, display a first prompt in the first placement area, the first prompt indicating that the first peripheral icon needs to be dragged into the first placement area.
[0026] Therefore, when the electronic device places the peripheral icon in the first area into the placement area in the second area, it highlights the placement area to the user, making it easier for the user to establish key mapping connections.
[0027] In one possible design of the first aspect, the third interface includes a first area and a second area, with the second area displaying the first peripheral icon;
[0028] After displaying the third interface of the second game application, the method further includes:
[0029] Receive the third operation that places the first peripheral icon in the first area;
[0030] In response to the third operation, the first peripheral icon is displayed in the first area.
[0031] Therefore, electronic devices can remove the mapping connection between individual keys on external devices and operations in game applications.
[0032] In one possible design of the first aspect, the third interface includes a first area and a second area, the second area displaying the first peripheral icon and the second peripheral icon;
[0033] After displaying the third interface of the second game application, the method further includes:
[0034] Receive the fourth operation that frames the first peripheral icon and the second peripheral icon;
[0035] In response to the fourth action, display the combined icon;
[0036] Receive the fifth operation that places the combined icon in the first area;
[0037] In response to the fifth operation, the first peripheral icon and the second peripheral icon are displayed in the first area.
[0038] Therefore, electronic devices can simultaneously delete the mapping connections between multiple keys on external devices and operations in game applications. This allows for the deletion of mapping connections for multiple keys at once.
[0039] In one possible design of the first aspect, the third interface includes a first area and a second area, the second area displays the first peripheral icon and the second peripheral icon, and the third interface also includes a second control;
[0040] After displaying the third interface of the second game application, the method further includes:
[0041] Receive the sixth operation applied to the second control;
[0042] In response to the sixth operation, all peripheral icons displayed in the second area are cleared, and all peripheral icons cleared from the second area are displayed in the first area, wherein all peripheral icons cleared from the second area include the first peripheral icon and the second peripheral icon.
[0043] As a result, electronic devices can reconfigure the mapping between key bindings on external devices and operations in game applications.
[0044] In one possible design of the first aspect, the second or third interface includes a third control, and the method further includes:
[0045] Receive the seventh operation applied to the third control;
[0046] In response to the seventh operation, the second operation of placing the first peripheral icon in the first placement area is blocked, and / or the third operation of placing the first peripheral icon in the first area is blocked.
[0047] Therefore, the electronic device can determine and establish the mapping connection between the key in the external device and the operation in the game application, so that after the mapping connection is established, the electronic device can block the operation of establishing the key mapping connection and the operation of deleting the key mapping connection.
[0048] In one possible design of the first aspect, the second interface includes a fourth control;
[0049] After displaying the third interface of the second game application, the method further includes:
[0050] Receive the eighth operation applied to the fourth control;
[0051] In response to the eighth operation, the association between the key corresponding to the first peripheral icon and the game operation control corresponding to the first placement area is applied to the second game application.
[0052] Therefore, electronic devices can apply the established key mapping connections to game applications, making the established key mapping connections effective.
[0053] In one possible design of the first aspect, the first and second areas are displayed side-by-side. This makes it suitable for different types of electronic devices and / or different types of game applications. Of course, the first and second areas can also be displayed vertically.
[0054] In one possible design of the first aspect, after displaying the third interface of the second game application, the method further includes:
[0055] Receive the ninth operation of the key corresponding to the first peripheral icon of the external device;
[0056] In response to the ninth operation, the action corresponding to the game operation control corresponding to the first placement area is executed in the second game application.
[0057] Therefore, electronic devices can perform actions corresponding to operations in game applications using only external devices, or they can perform actions corresponding to operations in game applications using a combination of external devices and the screen of electronic devices.
[0058] In a second aspect, an electronic device is provided, comprising: a memory and a processor; the memory for storing program instructions; and the processor for calling the program instructions in the memory to cause the electronic device to execute the processing method of the game in the first aspect and any possible design of the first aspect.
[0059] Thirdly, a chip system is provided, which is applied to an electronic device including a memory, a display screen, and a sensor; the chip system includes a processor; when the processor executes computer instructions stored in the memory, the electronic device executes the processing method of the game in the first aspect and any possible design of the first aspect.
[0060] Fourthly, a computer-readable storage medium is provided having a computer program stored thereon, the computer program being executed by a processor to enable an electronic device to implement the processing method of the game in the first aspect and any possible design of the first aspect.
[0061] Fifthly, a computer program product is provided, comprising: execution instructions stored in a readable storage medium, at least one processor of an electronic device being able to read the execution instructions from the readable storage medium, and the at least one processor executing the execution instructions causing the electronic device to implement the game processing method of the first aspect and any possible design of the first aspect. Attached Figure Description
[0062] Figure 1 is a schematic diagram of the structure of an electronic device provided in an embodiment of this application;
[0063] Figure 2 is a software structure block diagram of an electronic device provided in an embodiment of this application;
[0064] Figures 3A-3V are schematic diagrams of a human-computer interaction interface provided in an embodiment of this application;
[0065] Figures 4A-4C are schematic diagrams of a human-computer interaction interface provided in an embodiment of this application;
[0066] Figure 5 is a flowchart illustrating a game processing method provided in an embodiment of this application. Detailed Implementation
[0067] The technical solutions of the embodiments of this application will be described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The terms "first," "second," etc., are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of indicated technical features. Thus, a feature defined with "first," "second," etc., may explicitly or implicitly include one or more of that feature.
[0068] In embodiments of this application, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.
[0069] In the embodiments of this application, "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, or B existing alone. Additionally, the character " / " in this document generally indicates that the preceding and following related objects have an "or" relationship.
[0070] In the embodiments of this application, it should be noted that, unless otherwise explicitly specified and limited, the terms "set", "connected", and "linked" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection. Those skilled in the art can understand the specific meaning of the above terms in the embodiments of this application based on the specific circumstances.
[0071] First, some of the terms used in the embodiments of this application will be explained so that those skilled in the art can understand them.
[0072] 1. External devices
[0073] External devices refer to devices other than electronic devices. These include, but are not limited to, input devices such as keyboards, mice, and scanners; output devices such as monitors, printers, and speakers; and storage devices such as external hard drives and USB flash drives. External devices connect to electronic devices, extending their functionality and thus improving work efficiency and user experience.
[0074] The external devices mentioned in the embodiments of this application mainly refer to the aforementioned input devices. Additionally, external devices may also be called peripheral devices or external devices. For simplicity, the keyboard and / or mouse mentioned in the embodiments of this application are simply referred to as keyboard and mouse.
[0075] 2. Key bindings
[0076] Key layout refers to the position or function of each button on an external device. Typically, different external devices have different key layouts. Taking a keyboard as an example, the keys on a keyboard can include: letter keys, number keys, function keys, control keys, etc. Taking a gamepad as an example, the keys on a gamepad can include: directional pad, joysticks, action buttons, etc.
[0077] 3. Key mapping and mapping links
[0078] Key mapping is a technique that associates a specific key or action with another key or action.
[0079] In gaming applications, buttons on external devices can be mapped to controls within the game application, establishing a mapping relationship between the button and the action.
[0080] In game applications, operations can include, but are not limited to: movement operations, attack operations, skill release operations, interaction operations, camera control, and other behaviors. Movement operations can include moving in any direction on the screen.
[0081] For example, actions that are inconvenient to press in a game application can be mapped to easily accessible buttons on an external device. Similarly, shortcuts for specific functions in a game application can be mapped to buttons on an external device.
[0082] In this way, when a button in an external device is pressed, in response to the operation or the signal corresponding to the operation, the operation in the game application that is mapped to that button can be executed.
[0083] In some embodiments, a button on an external device can be mapped to one or more actions in a game application. For example, when the left mouse button is mapped to the forward action in a game application, clicking the left mouse button will cause the virtual character in the game application to move forward in a certain direction.
[0084] This enables the use of external devices to operate game applications, allowing gamers to redefine the operation within the game application according to their own habits, thereby improving the comfort, convenience, and efficiency of operation.
[0085] Typically, electronic devices can display a clear settings interface, making it easy to configure key mappings between buttons on external devices and operations in game applications, allowing users to associate, adjust, and deassociate key mappings.
[0086] This application provides a game processing method and an electronic device. When key mapping is performed between buttons in an external device and operations in a game application, the electronic device can display a key management area and a key mapping area in a partitioned layout. The key mapping area displays the game interface of the game application separately, so as not to obscure the game interface of the game application, and to avoid the problem of invalid operation or unclear operation area due to obstruction. It provides users with an immersive mapping connection operation, avoids the phenomenon of invalid or incorrect mapping connection, and improves the user's operation experience.
[0087] In addition, in key mapping, for scenarios where multiple established mapping connections need to be unlinked, electronic devices also provide the function of unlinking multiple mapping connections at the same time, eliminating the need for users to unlink individual mapping connections one by one. This allows users to unlink quickly, reduces the frequency of user operations, and improves the user's operating experience.
[0088] In addition, in key mapping, for any button on an external device, the electronic device can also indicate the area that can be mapped to that button, so that users can quickly and accurately know how to establish a mapping connection for that button, avoiding user errors or invalid operations and improving the user's operating experience.
[0089] Furthermore, when mapping keys on an external device to operations in a game application, the electronic device can also switch to mapping keys on the external device to operations in another game application. This allows the electronic device to complete key mapping for multiple game applications at once, improving the user's operating experience and meeting the user's settings requirements.
[0090] The entire display area of an electronic device's screen can be divided into Region 1 and Region 2. Region 1 and Region 2 do not overlap. This partitioned display means that the key management area is displayed in Region 1, and the key mapping area is displayed in Region 2. Region 1 and Region 2 do not obstruct each other.
[0091] The areas of region 1 and region 2 can be equal or unequal. Region 1 and region 2 can be displayed horizontally or vertically. Therefore, the key management area and the key mapping area can be displayed in horizontal or vertical partitions.
[0092] The electronic devices can be tablets, mobile phones (such as foldable phones, candybar phones, etc.), wearable devices, in-vehicle devices, augmented reality (AR) / virtual reality (VR) devices, laptops, ultra-mobile personal computers (UMPCs), netbooks, personal digital assistants (PDAs), smart TVs, smart screens, high-definition TVs, 4K TVs, smart speakers, smart projectors, and other Internet of Things (IoT) devices. This application does not impose any restrictions on the specific type of electronic device.
[0093] The physical form of a foldable phone can include: an unfolded state, a bent state, and a folded state. It should be understood that this application does not limit the classification of the physical form of foldable electronic devices or the definition of each physical form.
[0094] A foldable phone's foldable screen can form multiple screens along a fold line. The fold line can be located in the middle or on one side of the foldable screen. The direction of the fold line can be, for example, the horizontal or vertical direction of the foldable screen. There can be one or more fold lines. A fold line can also be called a folding edge or folding axis.
[0095] For clarity, as shown in Figure 4A, we'll use an example where the fold line is located in the middle of the foldable screen and there's only one fold line. The foldable screen can then be divided into two screens, screen a and screen b. Screen a and screen b refer to different areas within the foldable screen.
[0096] When a foldable phone is bent or deformed, the angle between screen A and screen B can change.
[0097] The foldable phone can fold horizontally and / or vertically. When folded horizontally, screens A and B are displayed side-by-side. When folded vertically, screens A and B are displayed vertically.
[0098] In this foldable phone, the screen can fold inwards (inward folding) and / or fold outwards (outward folding). When the foldable phone is folded inwards, screens a and b face away from each other. When the foldable phone is folded outwards, screens a and b face each other.
[0099] The following uses a tablet computer as an example, and with reference to Figure 1, describes the electronic device involved in the embodiments of this application.
[0100] Please refer to Figure 1, which is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. As shown in Figure 1, the electronic device 100 may include a processor 110, an external memory interface 120, an internal memory 121, a universal serial bus (USB) interface 130, a charging management module 140, a power management module 141, a battery 142, an antenna 1, an antenna 2, a mobile communication module 150, a wireless communication module 160, an audio module 170, a speaker 170A, a receiver 170B, a microphone 170C, a headphone jack 170D, a sensor module 180, buttons 190, a motor 191, an indicator 192, a camera 193, a display screen 194, and a subscriber identification module (SIM) card interface 195, etc. The sensor module 180 may include a pressure sensor 180A, a gyroscope sensor 180B, a barometric pressure sensor 180C, a magnetic sensor 180D, an accelerometer sensor 180E, a distance sensor 180F, a proximity sensor 180G, a fingerprint sensor 180H, a temperature sensor 180J, a touch sensor 180K, an ambient light sensor 180L, a bone conduction sensor 180M, etc.
[0101] It is understood that the structures illustrated in the embodiments of this application do not constitute a specific limitation on the electronic device 100. In other embodiments, the electronic device 100 may include more or fewer components than illustrated, or combine some components, or split some components, or have different component arrangements. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.
[0102] Processor 110 may include one or more processing units, such as: application processor (AP), modem processor, graphics processing unit (GPU), image signal processor (ISP), controller, memory, video codec, digital signal processor (DSP), baseband processor, and / or neural network processing unit (NPU), etc. Different processing units may be independent devices or integrated into one or more processors.
[0103] The controller can be the nerve center and command center of the electronic device 100. The controller can generate operation control signals according to the instruction opcode and timing signals to complete the control of fetching and executing instructions.
[0104] The processor 110 may also include a memory for storing instructions and data. In some embodiments, the memory in the processor 110 is a cache memory. This memory can store instructions or data that the processor 110 has just used or that are used repeatedly. If the processor 110 needs to use the instruction or data again, it can retrieve it directly from the memory. This avoids repeated accesses, reduces the waiting time of the processor 110, and thus improves the efficiency of the system.
[0105] In some embodiments, the processor 110 may include one or more interfaces. Interfaces may include an inter-integrated circuit (I2C) interface, an inter-integrated circuit sound (I2S) interface, a pulse code modulation (PCM) interface, a universal asynchronous receiver / transmitter (UART) interface, a mobile industry processor interface (MIPI), a general-purpose input / output (GPIO) interface, a subscriber identity module (SIM) interface, and / or a universal serial bus (USB) interface, etc.
[0106] The I2C interface is a bidirectional synchronous serial bus, including a serial data line (SDA) and a serial clock line (SCL). In some embodiments, the processor 110 may include multiple I2C buses. The processor 110 can couple to the touch sensor 180K, charger, flash, camera 193, etc., through different I2C bus interfaces. For example, the processor 110 can couple to the touch sensor 180K through the I2C interface, enabling the processor 110 and the touch sensor 180K to communicate through the I2C bus interface, thereby realizing the touch function of the electronic device 100.
[0107] The I2S interface can be used for audio communication. In some embodiments, the processor 110 may include multiple I2S buses. The processor 110 can be coupled to the audio module 170 via the I2S bus to enable communication between the processor 110 and the audio module 170. In some embodiments, the audio module 170 can transmit audio signals to the wireless communication module 160 via the I2S interface to enable the function of answering phone calls through a Bluetooth headset.
[0108] The PCM interface can also be used for audio communication, sampling, quantizing, and encoding analog signals. In some embodiments, the audio module 170 and the wireless communication module 160 can be coupled via the PCM bus interface. In some embodiments, the audio module 170 can also transmit audio signals to the wireless communication module 160 via the PCM interface, enabling the function of answering phone calls through a Bluetooth headset. Both the I2S interface and the PCM interface can be used for audio communication.
[0109] The UART interface is a universal serial data bus used for asynchronous communication. This bus can be a bidirectional communication bus. It converts the data to be transmitted between serial and parallel communication. In some embodiments, the UART interface is typically used to connect the processor 110 and the wireless communication module 160. For example, the processor 110 communicates with the Bluetooth module in the wireless communication module 160 via the UART interface to implement Bluetooth functionality. In some embodiments, the audio module 170 can transmit audio signals to the wireless communication module 160 via the UART interface to enable music playback through Bluetooth headphones.
[0110] The MIPI interface can be used to connect the processor 110 to peripheral devices such as the display screen 194 and the camera 193. The MIPI interface includes a camera serial interface (CSI) and a display serial interface (DSI). In some embodiments, the processor 110 and the camera 193 communicate via the CSI interface to enable the electronic device 100 to capture images. The processor 110 and the display screen 194 communicate via the DSI interface to enable the electronic device 100 to display images.
[0111] The GPIO interface can be configured via software. It can be configured as a control signal or a data signal. In some embodiments, the GPIO interface can be used to connect the processor 110 to a camera 193, a display screen 194, a wireless communication module 160, an audio module 170, a sensor module 180, etc. The GPIO interface can also be configured as an I2C interface, an I2S interface, a UART interface, a MIPI interface, etc.
[0112] USB port 130 is a USB standard compliant interface, specifically a Mini USB port, Micro USB port, USB Type-C port, etc. USB port 130 can be used to connect a charger to charge electronic device 100, and can also be used for data transfer between electronic device 100 and peripheral devices. It can also be used to connect headphones for audio playback. This interface can also be used to connect other electronic devices, such as AR devices.
[0113] It is understood that the interface connection relationships between the modules illustrated in the embodiments of this application are merely illustrative and do not constitute a structural limitation on the electronic device 100. In other embodiments, the electronic device 100 may also employ different interface connection methods or combinations of multiple interface connection methods as described in the above embodiments.
[0114] The charging management module 140 receives charging input from a charger. The charger can be a wireless charger or a wired charger. In some wired charging embodiments, the charging management module 140 receives charging input from the wired charger via the USB interface 130. In some wireless charging embodiments, the charging management module 140 receives wireless charging input via the wireless charging coil of the electronic device 100. While charging the battery 142, the charging management module 140 can also supply power to the electronic device via the power management module 141.
[0115] The power management module 141 connects the battery 142, the charging management module 140, and the processor 110. The power management module 141 receives input from the battery 142 and / or the charging management module 140, providing power to the processor 110, internal memory 121, external memory, display screen 194, camera 193, and wireless communication module 160, etc. The power management module 141 can also monitor parameters such as battery capacity, battery cycle count, and battery health status (leakage current, impedance). In some other embodiments, the power management module 141 may also be located within the processor 110. In other embodiments, the power management module 141 and the charging management module 140 may be located in the same device.
[0116] The wireless communication function of electronic device 100 can be realized through antenna 1, antenna 2, mobile communication module 150, wireless communication module 160, modem processor and baseband processor, etc.
[0117] Antenna 1 and antenna 2 are used to transmit and receive electromagnetic wave signals. Each antenna in electronic device 100 can be used to cover one or more communication frequency bands. Different antennas can also be multiplexed to improve antenna utilization. For example, antenna 1 can be multiplexed as a diversity antenna for a wireless local area network. In some other embodiments, the antennas can be used in conjunction with tuning switches.
[0118] The mobile communication module 150 can provide solutions for wireless communication, including 2G / 3G / 4G / 5G, applied to the electronic device 100. The mobile communication module 150 may include at least one filter, switch, power amplifier, low noise amplifier (LNA), etc. The mobile communication module 150 can receive electromagnetic waves via antenna 1, and perform filtering, amplification, and other processing on the received electromagnetic waves before transmitting them to a modem processor for demodulation. The mobile communication module 150 can also amplify the signal modulated by the modem processor and convert it into electromagnetic waves for radiation via antenna 1. In some embodiments, at least some functional modules of the mobile communication module 150 may be housed in the processor 110. In some embodiments, at least some functional modules of the mobile communication module 150 and at least some modules of the processor 110 may be housed in the same device.
[0119] The modem processor may include a modulator and a demodulator. The modulator modulates the low-frequency baseband signal to be transmitted into a mid-to-high frequency signal. The demodulator demodulates the received electromagnetic wave signal into a low-frequency baseband signal. The demodulator then transmits the demodulated low-frequency baseband signal to the baseband processor for processing. After processing by the baseband processor, the low-frequency baseband signal is transmitted to the application processor. The application processor outputs sound signals through an audio device (not limited to speaker 170A, receiver 170B, etc.) or displays images or videos through the display screen 194. In some embodiments, the modem processor may be a separate device. In other embodiments, the modem processor may be independent of the processor 110 and may be housed in the same device as the mobile communication module 150 or other functional modules.
[0120] The wireless communication module 160 can provide solutions for wireless communication applications on the electronic device 100, including wireless local area networks (WLAN) (such as wireless fidelity (Wi-Fi) networks), Bluetooth (BT), global navigation satellite system (GNSS), frequency modulation (FM), near field communication (NFC), and infrared (IR) technologies. The wireless communication module 160 can be one or more devices integrating at least one communication processing module. The wireless communication module 160 receives electromagnetic waves via antenna 2, performs frequency modulation and filtering of the electromagnetic wave signals, and sends the processed signal to processor 110. The wireless communication module 160 can also receive signals to be transmitted from processor 110, perform frequency modulation and amplification, and convert them into electromagnetic waves for radiation via antenna 2.
[0121] In some embodiments, antenna 1 of electronic device 100 is coupled to mobile communication module 150, and antenna 2 is coupled to wireless communication module 160, enabling electronic device 100 to communicate with networks and other devices via wireless communication technology. The wireless communication technology may include Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Time-Division Code Division Multiple Access (TD-SCDMA), Long Term Evolution (LTE), BT, GNSS, WLAN, NFC, FM, and / or IR technologies, etc. The GNSS may include the Global Positioning System (GPS), the Global Navigation Satellite System (GLONASS), the BeiDou Navigation Satellite System (BDS), the Quasi-Zenith Satellite System (QZSS), and / or satellite-based augmentation systems (SBAS).
[0122] Electronic device 100 implements display functions through a GPU, a display screen 194, and an application processor. The GPU is a microprocessor for image processing, connected to the display screen 194 and the application processor. The GPU is used to perform mathematical and geometric calculations and for graphics rendering. Processor 110 may include one or more GPUs, which execute program instructions to generate or modify display information.
[0123] Display screen 194 is used to display images, videos, etc. Display screen 194 includes a display panel. The display panel may be a liquid crystal display (LCD), an organic light-emitting diode (OLED), an active-matrix organic light-emitting diode (AMOLED), a flexible light-emitting diode (FLED), a miniature LED, a microLED, a quantum dot light-emitting diode (QLED), etc. In some embodiments, electronic device 100 may include one or N displays 194, where N is a positive integer greater than 1.
[0124] Electronic device 100 can perform shooting functions through ISP, camera 193, video codec, GPU, display 194 and application processor.
[0125] The ISP (Image Signal Processor) is used to process data fed back from the camera 193. For example, when taking a picture, the shutter is opened, and light is transmitted through the lens to the camera's photosensitive element. The light signal is converted into an electrical signal, and the camera's photosensitive element transmits the electrical signal to the ISP for processing, transforming it into an image visible to the naked eye. The ISP can also perform algorithmic optimization of image noise, brightness, and skin tone. The ISP can also optimize parameters such as exposure and color temperature of the shooting scene. In some embodiments, the ISP can be set in the camera 193.
[0126] Camera 193 is used to capture still images or videos. An object is projected onto a photosensitive element by generating an optical image through the lens. The photosensitive element can be a charge-coupled device (CCD) or a complementary metal-oxide-semiconductor (CMOS) phototransistor. The photosensitive element converts the light signal into an electrical signal, which is then passed to an ISP for conversion into a digital image signal. The ISP outputs the digital image signal to a DSP for processing. The DSP converts the digital image signal into image signals in standard RGB, YUV, or other formats. In some embodiments, the electronic device 100 may include one or N cameras 193, where N is a positive integer greater than 1.
[0127] Digital signal processors (DSPs) are used to process digital signals. Besides digital image signals, they can also process other digital signals. For example, when electronic device 100 selects a frequency, the DSP can perform Fourier transforms on the frequency energy.
[0128] Video codecs are used to compress or decompress digital video. Electronic device 100 may support one or more video codecs. Thus, electronic device 100 can play or record videos in various encoding formats, such as Moving Picture Experts Group (MPEG) 1, MPEG2, MPEG3, MPEG4, etc.
[0129] An NPU (Neural Processing Unit) is a computational processor for neural networks (NNs). By borrowing the structure of biological neural networks, such as the transmission patterns between neurons in the human brain, it can rapidly process input information and continuously learn on its own. NPUs enable intelligent cognitive applications in electronic devices, such as image recognition, facial recognition, speech recognition, and text understanding.
[0130] The external storage interface 120 can be used to connect an external memory card, such as a Micro SD card, to expand the storage capacity of the electronic device 100. The external memory card communicates with the processor 110 through the external storage interface 120 to perform data storage functions. For example, music, video, and other files can be saved on the external memory card.
[0131] Internal memory 121 can be used to store computer executable program code, which includes instructions. Processor 110 executes various functional applications and data processing of electronic device 100 by running the instructions stored in internal memory 121. Internal memory 121 may include a program storage area and a data storage area. The program storage area may store the operating system, at least one application program required for a function (such as sound playback, image playback, etc.), etc. The data storage area may store data created during the use of electronic device 100 (such as audio data, phonebook, etc.). Furthermore, internal memory 121 may include high-speed random access memory and may also include non-volatile memory, such as at least one disk storage device, flash memory device, universal flash storage (UFS), etc.
[0132] Electronic device 100 can implement audio functions, such as music playback and recording, through audio module 170, speaker 170A, receiver 170B, microphone 170C, headphone jack 170D, and application processor.
[0133] The audio module 170 is used to convert digital audio information into analog audio signals for output, and also to convert analog audio input into digital audio signals. The audio module 170 can also be used for encoding and decoding audio signals. In some embodiments, the audio module 170 may be located in the processor 110, or some functional modules of the audio module 170 may be located in the processor 110.
[0134] The speaker 170A, also known as a "loudspeaker," is used to convert audio electrical signals into sound signals. The electronic device 100 can listen to music or make hands-free calls through the speaker 170A.
[0135] The receiver 170B, also known as the "earpiece," is used to convert audio electrical signals into sound signals. When the electronic device 100 answers a telephone call or voice message, the receiver 170B can be brought close to the ear to listen to the voice.
[0136] Microphone 170C, also known as a "microphone" or "voice transducer," is used to convert sound signals into electrical signals. When making a phone call or sending a voice message, the user can speak by bringing their mouth close to microphone 170C, inputting the sound signal into microphone 170C. Electronic device 100 may have at least one microphone 170C. In some embodiments, electronic device 100 may have two microphones 170C, which, in addition to collecting sound signals, can also perform noise reduction. In other embodiments, electronic device 100 may also have three, four, or more microphones 170C, which can collect sound signals, reduce noise, identify the sound source, and perform directional recording, etc.
[0137] The 170D headphone jack is used to connect wired headphones. The 170D headphone jack can be a USB 130 interface or a 3.5mm Open Mobile Terminal Platform (OMTP) standard interface, a CTIA (Cellular Telecommunications Industry Association of the USA) standard interface.
[0138] Pressure sensor 180A is used to sense pressure signals and convert them into electrical signals. In some embodiments, pressure sensor 180A can be disposed on display screen 194. There are many types of pressure sensors 180A, such as resistive pressure sensors, inductive pressure sensors, and capacitive pressure sensors. A capacitive pressure sensor may include at least two parallel plates with conductive material. When force is applied to pressure sensor 180A, the capacitance between the electrodes changes. Electronic device 100 determines the pressure intensity based on the change in capacitance. When a touch operation is applied to display screen 194, electronic device 100 detects the intensity of the touch operation based on pressure sensor 180A. Electronic device 100 can also calculate the touch position based on the detection signal from pressure sensor 180A. In some embodiments, touch operations applied to the same touch position but with different touch operation intensities can correspond to different operation commands. For example, when a touch operation with an intensity less than a first pressure threshold is applied to the SMS application icon, a command to view an SMS is executed. When a touch operation with an intensity greater than or equal to the first pressure threshold is applied to the SMS application icon, a command to create a new SMS is executed.
[0139] The gyroscope sensor 180B can be used to determine the motion attitude of the electronic device 100. In some embodiments, the gyroscope sensor 180B can determine the angular velocity of the electronic device 100 around three axes (i.e., the x, y, and z axes). The gyroscope sensor 180B can be used for image stabilization. For example, when the shutter is pressed, the gyroscope sensor 180B detects the angle of the shake of the electronic device 100, calculates the distance that the lens module needs to compensate based on the angle, and allows the lens to counteract the shake of the electronic device 100 by moving in the opposite direction, thus achieving image stabilization. The gyroscope sensor 180B can also be used in navigation and motion-sensing game scenarios.
[0140] The barometric pressure sensor 180C is used to measure air pressure. In some embodiments, the electronic device 100 calculates altitude using the air pressure value measured by the barometric pressure sensor 180C to assist in positioning and navigation.
[0141] The magnetic sensor 180D includes a Hall sensor. The electronic device 100 can use the magnetic sensor 180D to detect the opening and closing of the flip cover. In some embodiments, when the electronic device 100 is a flip phone, the electronic device 100 can detect the opening and closing of the flip cover using the magnetic sensor 180D. Then, based on the detected opening and closing state of the cover or the flip cover, features such as automatic flip unlocking can be set.
[0142] The 180E accelerometer can detect the magnitude of acceleration of electronic device 100 in various directions (typically three axes). When electronic device 100 is stationary, it can detect the magnitude and direction of gravity. It can also be used to identify the posture of electronic devices and applied to applications such as screen orientation switching and pedometers.
[0143] A distance sensor 180F is used to measure distance. Electronic device 100 can measure distance via infrared or laser. In some embodiments, during a shooting scene, electronic device 100 can utilize the distance sensor 180F to measure distance for rapid focusing.
[0144] The proximity sensor 180G may include, for example, a light-emitting diode (LED) and a light detector, such as a photodiode. The LED may be an infrared LED. The electronic device 100 emits infrared light outward through the LED. The electronic device 100 uses the photodiode to detect infrared reflected light from nearby objects. When sufficient reflected light is detected, it can be determined that there is an object near the electronic device 100. When insufficient reflected light is detected, the electronic device 100 can determine that there is no object near the electronic device 100. The electronic device 100 may use the proximity sensor 180G to detect when a user holds the electronic device 100 close to their ear for a call, so as to automatically turn off the screen to save power. The proximity sensor 180G can also be used in holster mode and pocket mode for automatic unlocking and locking of the screen.
[0145] The ambient light sensor 180L is used to sense the brightness of ambient light. The electronic device 100 can adaptively adjust the brightness of the display screen 194 based on the sensed ambient light brightness. The ambient light sensor 180L can also be used to automatically adjust the white balance when taking pictures. The ambient light sensor 180L can also work with the proximity sensor 180G to detect whether the electronic device 100 is in a pocket to prevent accidental touches.
[0146] The fingerprint sensor 180H is used to collect fingerprints. The electronic device 100 can utilize the characteristics of the collected fingerprints to achieve fingerprint unlocking, accessing application locks, taking photos with fingerprints, answering calls with fingerprints, etc.
[0147] Temperature sensor 180J is used to detect temperature. In some embodiments, electronic device 100 uses the temperature detected by temperature sensor 180J to execute a temperature handling strategy. For example, when the temperature reported by temperature sensor 180J exceeds a threshold, electronic device 100 performs thermal protection by reducing the performance of a processor located near temperature sensor 180J to reduce power consumption. In other embodiments, when the temperature is below another threshold, electronic device 100 heats battery 142 to prevent abnormal shutdown of electronic device 100 due to low temperature. In still other embodiments, when the temperature is below yet another threshold, electronic device 100 boosts the output voltage of battery 142 to prevent abnormal shutdown due to low temperature.
[0148] Touch sensor 180K, also known as a "touch panel," can be located on display screen 194. The touch sensor 180K and display screen 194 together form a touchscreen, also known as a "touch screen." Touch sensor 180K detects touch operations applied to or near it. The touch sensor can transmit the detected touch operation to the application processor to determine the type of touch event. Visual output related to the touch operation can be provided through display screen 194. In other embodiments, touch sensor 180K may also be located on the surface of electronic device 100, in a different position than display screen 194.
[0149] The bone conduction sensor 180M can acquire vibration signals. In some embodiments, the bone conduction sensor 180M can acquire vibration signals from the vibrating bone segments of the human vocal cords. The bone conduction sensor 180M can also contact the human pulse to receive blood pressure signals. In some embodiments, the bone conduction sensor 180M can also be incorporated into headphones to form bone conduction headphones. The audio module 170 can parse the voice signals from the vibrating bone segments of the vocal cords acquired by the bone conduction sensor 180M to realize voice functionality. The application processor can parse heart rate information from the blood pressure signals acquired by the bone conduction sensor 180M to realize heart rate detection functionality.
[0150] Buttons 190 include a power button, volume buttons, etc. Buttons 190 can be mechanical buttons or touch-sensitive buttons. Electronic device 100 can receive button input and generate key signal inputs related to user settings and function control of electronic device 100.
[0151] Motor 191 can generate vibration alerts. Motor 191 can be used for incoming call vibration alerts or for touch vibration feedback. For example, different vibration feedback effects can correspond to touch operations performed on different applications (such as taking photos, playing audio, etc.). Motor 191 can also correspond to different vibration feedback effects for touch operations performed on different areas of the display screen 194. Different application scenarios (such as time reminders, receiving messages, alarm clocks, games, etc.) can also correspond to different vibration feedback effects. The touch vibration feedback effect can also be customized.
[0152] Indicator 192 can be an indicator light, used to indicate charging status, power changes, or to indicate messages, missed calls, notifications, etc.
[0153] The SIM card interface 195 is used to connect a SIM card. The SIM card can be inserted into or removed from the SIM card interface 195 to make contact with and separate from the electronic device 100. The electronic device 100 can support one or N SIM card interfaces, where N is a positive integer greater than 1. The SIM card interface 195 can support Nano SIM cards, Micro SIM cards, SIM cards, etc. Multiple cards can be inserted into the same SIM card interface 195 simultaneously. The multiple cards can be of the same or different types. The SIM card interface 195 is also compatible with different types of SIM cards. The SIM card interface 195 is also compatible with external memory cards. The electronic device 100 interacts with the network through the SIM card to realize functions such as calls and data communication. In some embodiments, the electronic device 100 uses an eSIM, i.e., an embedded SIM card. The eSIM card can be embedded in the electronic device 100 and cannot be separated from the electronic device 100.
[0154] The software system of electronic device 100 can adopt a layered architecture, event-driven architecture, microkernel architecture, microservice architecture, or cloud architecture. This application embodiment uses a layered Android system as an example to exemplify the software structure of electronic device 100. This application embodiment does not limit the type of operating system of the electronic device. For example, Android, Linux, Windows, iOS, etc.
[0155] Please refer to Figure 2, which is a software structure block diagram of an electronic device provided in an embodiment of this application. As shown in Figure 2, the layered architecture divides the software into several layers, each with a clear role and division of labor. The layers communicate with each other through software interfaces. In some embodiments, the Android system is divided into four layers, from top to bottom: the application layer (APP), the application framework layer (APP framework), the Android runtime and system libraries, and the kernel layer.
[0156] The application layer can include a series of application packages.
[0157] As shown in Figure 2, the application package may include applications (APPs) such as camera, gallery, calendar, call, map, navigation, WLAN, Bluetooth, music, video, games, chat, shopping, travel, instant messaging (such as SMS), smart home, and device control.
[0158] The application framework layer provides application programming interfaces (APIs) and a programming framework for applications in the application layer. The application framework layer includes some predefined functions.
[0159] As shown in Figure 2, the application framework layer may include a window manager, content provider, view system, phone manager, resource manager, notification manager, etc.
[0160] A window manager is used to manage window programs, such as managing window state, properties, adding, deleting, and updating views, window order, message collection and processing, etc. The window manager can obtain the screen size, determine if a status bar is present, lock the screen, and capture the screen. Furthermore, the window manager serves as the entry point for external access to windows.
[0161] Content providers store and retrieve data, making that data accessible to applications. This data may include videos, images, audio, made and received phone calls, browsing history and bookmarks, phone books, etc.
[0162] A view system includes visual controls, such as controls for displaying text and controls for displaying images. View systems can be used to build applications. A display interface can consist of one or more views. For example, a display interface including a text notification icon could include views for displaying text and views for displaying images.
[0163] The phone manager is used to provide communication functions for electronic device 100. For example, it manages call status (including connection and disconnection).
[0164] The resource manager provides applications with various resources, such as localized strings, icons, images, layout XML files for user interfaces, video files, fonts, colors, and identity documents (IDs) for user interface modules (UI components). Furthermore, the resource manager is used to manage these resources uniformly.
[0165] The notification manager allows applications to display notifications in the status bar. These notifications can be used to deliver informational messages and can disappear automatically after a short pause, requiring no user interaction. For example, the notification manager can be used to notify users of completed downloads or message alerts. The notification manager can also display notifications as icons or scrolling text in the top status bar, such as notifications from background applications, or as dialog boxes on the screen. Examples include displaying text messages in the status bar, emitting sounds, vibrating electronic devices, and flashing indicator lights.
[0166] The Android Runtime consists of core libraries and a virtual machine. The Android Runtime is responsible for the scheduling and management of the Android system.
[0167] The core library consists of two parts: one part is the functionalities that need to be called by the Java language, and the other part is the core library of the Android system.
[0168] The application layer and application framework layer run in a virtual machine. The virtual machine executes the Java files of the application layer and application framework layer as binary files. The virtual machine is used to perform functions such as object lifecycle management, stack management, thread management, security and exception management, and garbage collection.
[0169] System libraries can include multiple functional modules. For example: surface manager, media libraries, 3D graphics processing libraries (e.g., OpenGLES), 2D graphics engines (e.g., SGL), and image processing libraries.
[0170] The Surface Manager is used to manage the display subsystem and provides the blending of 2D and 3D layers for multiple applications.
[0171] The media library supports playback and recording of various common audio and video formats, as well as still image files. It supports multiple audio and video encoding formats, such as MPEG4, H.264, MP3, AAC, AMR, JPG, and PNG.
[0172] The 3D graphics processing library is used to implement 3D graphics drawing, image rendering, compositing, and layer processing.
[0173] A 2D graphics engine is a graphics engine for 2D drawing.
[0174] The kernel layer is the layer between hardware and software. The kernel layer contains at least the display driver, camera driver, audio driver, and sensor driver.
[0175] The following example, using a scene of capturing a photograph, illustrates the workflow of the software and hardware of the electronic device 100.
[0176] When touch sensor 180K receives a touch operation, a corresponding hardware interrupt is sent to the kernel layer. The kernel layer processes the touch operation into a raw input event (including touch coordinates, timestamp of the touch operation, etc.). The raw input event is stored in the kernel layer. The application framework layer retrieves the raw input event from the kernel layer and identifies the control corresponding to the input event. Taking a touch click as an example, where the corresponding control is the camera application icon, the camera application calls the application framework layer's interface to launch the camera application, and then calls the kernel layer to launch the camera driver, capturing still images or videos through camera 193.
[0177] It is understood that the structures illustrated in the embodiments of this application do not constitute a specific limitation on the electronic device 100. In other embodiments, the electronic device 100 may include more or fewer components than illustrated, or combine some components, or split some components, or have different component arrangements. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.
[0178] The technical solutions involved in the following embodiments can all be implemented in the electronic device 100 having the above-described hardware and software architecture.
[0179] Based on the foregoing description, when key mapping is performed between the buttons on the external device and the operations in the game application, the electronic device can display a key management area and a key mapping area in separate sections, and the key mapping area can display any one of the game interfaces of the game application separately.
[0180] In this context, the game interface of a game application can be understood as any interface within the game application after it is launched. Examples include the main interface, the game interface itself, the menu, the settings, and the store.
[0181] The main interface of a game application may include, but is not limited to: game name and icon, start game button, options settings button, select game mode button, game character selection or creation interface, and game announcements and event displays.
[0182] The game interface of a game application may include, but is not limited to: in-game interface, head-up display (HUD) area, game map, control keys, inventory and shortcut bar, and chat window.
[0183] The in-game interface refers to all the interface elements that a user sees and interacts with during actual gameplay. This interface typically includes the following main parts:
[0184] 1. Character Status: Displays the player character's health (HP), mana (MP), stamina (Stamina), and other status information.
[0185] 2. Skills and Abilities: Displays shortcut buttons for the skills, abilities, or items that the player character can use.
[0186] 3. Task Information: Displays the current task's objectives, progress, and related information.
[0187] 4. Map and Navigation: Displays navigation information such as the current area map, player location, and target location.
[0188] 5. Enemy Information: Displays the enemy's health, status, and other relevant information.
[0189] The menu interface of a game application may include, but is not limited to: a pause menu, a save / load menu, and achievements and leaderboard interfaces. The settings interface of a game application may include, but is not limited to: graphics settings, audio settings, control settings, and language settings. The store interface of a game application may include, but is not limited to: game item displays, purchase buttons, and in-game currency displays.
[0190] In summary, the game interface of a game application can include the game screen and game control controls. There can be one or more game control controls. Operations applied to these control controls can include the operations mentioned earlier in the game application, including but not limited to: movement, attack, skill activation, interaction, camera control, and other behaviors. Below, we describe the specific implementation process of mapping the buttons on external devices to the controls in the game application.
[0191] Please refer to Figures 3A-3V, which are schematic diagrams of a human-computer interaction interface provided in an embodiment of this application. For ease of explanation, Figures 3A-3V use a tablet computer as an example, with the electronic device in landscape mode and the left and right partitions of the electronic device displaying the key management area and the key mapping area.
[0192] The tablet computer can display a user interface 11 as exemplarily shown in Figure 3A. The user interface 11 can be the home screen of a desktop, and may include, but is not limited to, a status bar, a navigation bar, a calendar indicator, a weather indicator, and multiple application icons, such as icons for a calculator application, Game 1 application 301, Game 2 application 302, a camera application, a music application, a settings application, an email application, and a memo application.
[0193] After the tablet computer detects a user-instructed action to open Game 1, such as clicking the Game 1 application icon 301 shown in Figure 3A, it can display the user interface 12 exemplarily shown in Figure 3B. The user interface 12 can display the in-game interface of Game 1, which includes the game screen and game control controls. The user interface 12 may include a sidebar 303.
[0194] In addition, the user interface 12 can also display the game interface of Game 1, such as the main interface of the game application, the menu interface of the game application, the settings interface of the game application, and the store interface of the game application mentioned above. For the sake of simplicity, the example shown here is the display of the in-game interface of Game 1 by the user interface 12.
[0195] After the tablet computer detects a user-instructed action to open the game center, such as when the user drags the sidebar 303 shown in Figure 3B to the right side of the screen, it can display windows 304 and 305, as exemplarily shown in Figure 3C, on the user interface 12.
[0196] Window 304 may include, but is not limited to, icons of multiple applications, such as Game Center icon 304a, browser application icon, calculator application icon, chat software application icon, camera application icon, etc.
[0197] Additionally, window 304 may include: an added control, which, after an operation such as clicking is performed on the added control, allows the tablet to display an interface that enables modification or adjustment of the application in window 304.
[0198] In Figure 3C, the Game Center icon 304a can be highlighted in window 304, while icons of other applications and added controls can be grayed out. Of course, window 304 can also display all application icons and added controls normally.
[0199] The application icon can be editable, such as clickable or draggable, to indicate that the application can be launched or the page displayed. Normally, the application icon is displayed correctly.
[0200] Application icons can also be in a non-editable state, such as being unclickable and undraggable, indicating that the application does not support launching or displaying the page. Typically, application icons can be grayed out or displayed normally.
[0201] In this embodiment, the layout position of window 304 (which can be configured according to parameters such as software system configuration and user operation), interface position, interface size, interface color, and application icon size are not limited. For example, in Figure 3C, window 304 is displayed on user interface 12 via a floating window.
[0202] Window 305 can display icons indicating that the tablet is in game mode, network acceleration for the tablet, do-not-disturb mode for the tablet, accidental touch prevention for the tablet, display enhancement for the tablet, game filters for the electronic device, and peripheral settings for the electronic device (305a).
[0203] The tablet being in game mode can be understood as having better gaming performance and visual effects. Window 305 can also display an icon indicating the tablet is in balanced mode, which means the tablet's performance, battery life, and temperature are balanced.
[0204] Additionally, window 305 can also display PIN12ms, central processing unit (CPU) 16%, RAM 12%, and FPS120. PIN12ms indicates that the network latency of game 1 is 12 milliseconds (ms). CPU 16% indicates that the CPU utilization of game 1 is 16%. RAM 12% indicates that game 1 is using 12% of its random access memory (RAM). FPS120 indicates that game 1 can render and display 120 frames per second (FPS). Window 305 in this embodiment may include, but is not limited to, parameters displayed beforehand. For example, window 305 may also include, but is not limited to: a status bar (such as time and battery level), a calendar indicator, a weather indicator, a strategy guide, a voice changer, screen recording controls, recommended strategy skills, and real-time changes in GPU, CPU, and FPS. Of course, window 305 can also respond to an upward swipe to display more controls.
[0205] In this embodiment, the layout position (which can be configured according to the software system configuration and user operations), position, size, color, and icon size of window 305 are not limited. Furthermore, window 305 can be displayed in various ways. For example, in Figure 3C, windows 304 and 305 are displayed side-by-side on the user interface 12 via a floating window. Of course, windows 304 and 305 may not be displayed side-by-side. For example, windows 304 and 305 can be displayed vertically.
[0206] After the tablet computer detects an operation by which the user instructs the user to open the settings page of an external device, such as clicking on icon 305a, it can display window 306, as exemplarily shown in Figure 3D, on the user interface 12.
[0207] Window 306 can display control 306a.
[0208] After a click operation is performed on control 306a, the tablet computer can enable the key mapping function between the buttons on the external device and the controls in Game 1. When this function is enabled, if the tablet computer is connected to a keyboard and mouse, window 306 can also highlight control 306b. If the tablet computer is connected to a gamepad, window 306 can also highlight control 306c. When this function is enabled but the tablet computer is not connected to a keyboard and mouse, window 306 can also gray out control 306b. If the tablet computer is not connected to a gamepad, window 306 can also gray out control 306c.
[0209] In addition, the controls corresponding to the mouse and the controls corresponding to the keyboard can be displayed separately. That is to say, in addition to displaying controls 306a and 306b in window 306, window 306 can also display three other controls, each corresponding to the mouse, keyboard, and gamepad respectively.
[0210] After a click operation is performed on control 306a, the tablet can disable the key mapping function between the buttons on the external device and the controls in Game 1. When this function is disabled, control 306b may not be displayed in window 306, regardless of whether the tablet is connected to a keyboard and mouse. Control 306c may not be displayed in window 306, regardless of whether the tablet is connected to a gamepad.
[0211] Additionally, window 306 can also display the key configuration of Game 1, such as the key configuration for name 001, the hidden button icons in Game 1, and textual and / or image explanations of the functions. The key configuration for name 001 can be understood as the name of the established mapping connection between the buttons on the external device and the operations in Game 1.
[0212] In this embodiment, the layout, position, size, color, and icon size of the window 306 are not limited. Furthermore, the window 306 can be displayed in various ways. For example, in Figure 3D, the window 306 is displayed on the user interface 12 as a floating window.
[0213] Taking the external device as a keyboard and mouse as an example, after the tablet computer detects the user's instruction to open the settings page for the keyboard and mouse key configuration, such as the user clicking on the control 306b, it can display the window 307 shown in Figure 3E on the user interface 12.
[0214] Window 307 may include, but is not limited to: controls for adding new keys, controls for setting key associations, and existing key configurations for Game 1, such as control 307a for key configuration of name 001, control for key configuration of name 002, and control for key configuration of name 003. Names 001, 002, and 003 are the names of the established mapping connections between keys on the external device and operations in Game 1. Of course, window 307 may also display other existing key configurations for Game 1 after receiving a swipe or page-turning operation.
[0215] In this embodiment, the layout position (which can be configured according to the software system configuration and user operations), location, size, color, and icon size of the control of window 307 are not limited. Furthermore, window 307 can be displayed in various ways. For example, in Figure 3E, window 307 is displayed on user interface 12 as a floating window.
[0216] When the tablet computer detects a user instruction to view the key configuration of name 001, such as when the user clicks on control 307a, it can display areas 13a and 14 as shown in Figure 3F, with areas 13a and 14 displayed in left and right partitions.
[0217] Area 13a is used to display the key mapping management area. Area 14 is used to display the key mapping area, and the key mapping area displays the in-game interface of Game 1 separately.
[0218] The display areas of regions 13a and 14 may be the same or different, and this embodiment does not limit this. In Figure 3F, the dashed line between regions 13a and 14 is only used to separate the display areas 13a and 14. The tablet computer's display screen may or may not display the dashed line. In some embodiments, the size ratio between regions 13a and 14 is fixed, and this size ratio can be set according to factors such as the size of the tablet computer screen and the presentation effect of the in-game interface.
[0219] The tablet computer can use various methods to set the size ratio of regions 13a and 14. For example, while keeping the size of region 13a unchanged, the foldable phone can perform at least one of the following operations on region 14: cropping, scaling, compressing, or stretching. Alternatively, while keeping the size of region 14 scaled proportionally, the foldable phone can perform at least one of the following operations on region 13a: cropping, scaling, compressing, or stretching. This ensures the display effect of regions 13a and 14.
[0220] In Figure 3F, area 13a can display prompt 308.
[0221] The prompt 205 can display the key configurations of the game 1 already created, such as controls 310a (key configuration for name 001), 002, and 003, as well as control 310b for adding new key configurations. Control 310a can display the name and usage scenario of the key configuration, controls 310c and 310d. After clicking control 310c, the tablet can edit the key configuration for name 001. After clicking control 310d, the tablet can delete the key configuration for name 001, and control 310a will no longer be displayed in area 13a.
[0222] Additionally, area 13a can also display prompt 309, which can suggest the recommended key configuration for game 1 to the user.
[0223] In this embodiment of the application, there are no limitations on parameters such as the layout position (which can be configured according to the software system configuration and user operation parameters), location, size, color, and icon size of the control in region 13a.
[0224] In Figure 3F, area 14 can display: window 311, control 312a, control 312b, control 312c and control 312d.
[0225] Window 311 can display the in-game interface of Game 1. It should be noted that window 311 can display the in-game interface of Game 1 in real time. That is, when the in-game interface of Game 1 changes, window 311 can display the changed in-game interface of Game 1.
[0226] Specifically, after clicking control 312a, the tablet computer can display the key mapping interface for other games. After clicking control 312b, the tablet computer can determine the key configuration of the currently created game 1. After clicking control 312c, the tablet computer can exit the mode of displaying areas 13a and 14 in left and right partitions, allowing the tablet computer to display area 13a floating on area 14. After clicking control 312d, the tablet computer can exit the management of the key configuration of name 001, and the tablet computer can display window 307 on user interface 12 as shown in Figure 3E.
[0227] In this embodiment of the application, there are no limitations on the layout position (which can be configured according to the software system configuration and user operation parameters), position, size, color, and icon size of the control in the region 14.
[0228] Therefore, the tablet computer can display the key management area and the key mapping area in the left and right sections of the entire screen, and the key mapping area displays the game interface of Game 1 separately, so that the game interface of Game 1 will not be obscured, and it is also convenient for users to map the keys on the keyboard and mouse to the operations in the game.
[0229] When the tablet computer detects an operation that the user instructs to add a mapping connection between the key on the mouse and keyboard and the operation in Game 1, such as the user clicking on control 310b, it can display areas 13b and 14 as shown in the 3G example, with areas 13b and 14 displayed in left and right partitions.
[0230] The display area of regions 13b and 14 may be the same or different, and this embodiment does not limit this. Typically, region 13b has the same display area as region 13a in Figure 3F, and region 14 has the same display area as region 14 in Figure 3F. The size ratio between regions 13b and 14 can be found in the description of the size ratio between regions 13a and 14, and will not be repeated here.
[0231] Area 13b can display the name of the newly created key configuration for Game 1 as 004, as well as controls for each key, such as controls for displaying the mouse movement icon, controls for displaying the left mouse button icon 313c, controls for displaying the right mouse button icon, controls for displaying the arrow key icons 313b, controls for displaying the scroll wheel up icon, controls for displaying the scroll wheel down icon 313a, and controls for displaying keyboard key icons 313d, etc.
[0232] It should be noted that when the mouse controls and keyboard controls are displayed separately in window 306, for the mouse, area 13b can display controls for each mouse-related key, such as controls displaying mouse movement icons, control 313c displaying the left mouse button icon, control 313b displaying arrow key icons, control 313a displaying the scroll wheel up icon, and control 313a displaying the scroll wheel down icon, etc. For the keyboard, area 13b can display controls for each keyboard key, such as control 313d displaying keyboard key icons, etc.
[0233] Additionally, area 13b can also display controls to revert to area 13a in Figure 3F, as well as controls to edit name 004.
[0234] In this embodiment of the application, there are no limitations on the layout position (which can be configured according to the software system configuration and user operation parameters), position, size, color, and icon size of the control in region 13b.
[0235] In addition to displaying the content of area 14 in Figure 3F, area 14 can also display the key placement area, which is shown by dashed lines in Figure 3G. The key placement area can be understood as follows: when the icon of any key in the mouse and keyboard is displayed in the key placement area, a mapping connection has been established between that key and the operation in Game 1, thus completing the key mapping between that key and the operation in Game 1.
[0236] The key placement area can be displayed immersively on top of the interface shown in window 311. Furthermore, the key placement area will change accordingly as the interface displayed in window 311 changes.
[0237] Therefore, the tablet computer can display each key of the keyboard and mouse in the key management area, and display the placement area of the key in the key mapping area.
[0238] When the tablet computer detects a user-instructed key mapping operation for the scroll wheel down button, such as when the user drags the scroll wheel down icon from area 13b toward area 14, it can display areas 13b and 14 as exemplarily shown in Figure 3H.
[0239] In area 13b, control 313a no longer displays the scroll wheel icon; control 313a can be represented by a dotted line. The scroll wheel icon can slide between area 13b and area 14 during dragging and is displayed in either area 13b or area 14. Additionally, the tablet computer can use at least one of the following methods in area 14 to indicate the location of the keys to the user: highlighting, flashing, or text prompts.
[0240] After the tablet computer detects a user-instructed key mapping operation for the scroll wheel down button, such as when the user drags the scroll wheel down icon from area 13b to area 14, it can display areas 13b and 14 as exemplarily shown in Figure 3I.
[0241] Control 311a can be displayed in area 14. Control 311a can display an icon for scrolling down, which can prompt the user that the scrolling down button has been mapped to the operation in Game 1.
[0242] Thus, the tablet computer successfully mapped the scroll wheel down button on the keyboard and mouse to the key bindings in Game 1. Furthermore, the tablet computer can indicate the location of the scroll wheel down button within the mapping area using at least one method, such as highlighting, flashing, or text prompts, preventing users from being unsure how to map the button or making an invalid mapping connection, thereby effectively completing the mapping connection for the scroll wheel down button.
[0243] After the tablet computer detects a user-instructed operation to cancel the key mapping of the scroll wheel down button, such as when the user releases the operation of dragging the scroll wheel down icon from area 13b, it can restore the display of areas 13b and 14 as exemplarily shown in Figure 3G.
[0244] Therefore, the tablet computer cancels the mapping connection between the scroll wheel button on the keyboard and mouse and the operation in Game 1.
[0245] When the tablet computer detects a user instruction to continue mapping the directional keys, such as when the user drags the directional key icon from area 13b toward area 14, it can display areas 13b and 14 as exemplarily shown in Figure 3J.
[0246] In area 13b, control 313b no longer displays the directional key icon; instead, control 313b can be indicated by a dotted line. The directional key icon can slide between area 13b and area 14 during dragging and is displayed in either area 13b or area 14. Additionally, the tablet computer can use at least one of the following methods in area 14 to indicate the location of the keys to the user: highlighting, flashing, or text prompts. For example, prompt 311b.
[0247] After the tablet computer detects that the user has completed a key mapping operation on the directional key, such as the user dragging the directional key icon from area 13b to area 14, it can display areas 13b and 14 as shown in Figure 3K.
[0248] Control 311c can be displayed in area 14. Control 311c can display the icon of the directional keys and can prompt the user that the directional keys have been mapped to the operation in Game 1.
[0249] It should be noted that after mapping the scroll wheel and arrow keys, the tablet can also map other keys on the keyboard and mouse to the operations in the Youxia 1. After mapping the other keys on the keyboard and mouse to the operations in the Youxia 1, the tablet can display areas 13b and 14 as shown in Figure 3K.
[0250] Thus, the tablet computer completes the key mapping between the arrow keys on the keyboard and mouse and the controls in Game 1. Furthermore, for the arrow keys, the tablet computer can indicate their location to the user within the key mapping area using at least one method, such as highlighting, flashing, or text prompts, preventing users from being unsure how to map or making invalid mappings, thereby effectively completing the arrow key mapping connection.
[0251] After the tablet computer detects a user-instructed operation to cancel the key mapping of the directional key, such as when the user releases the directional key icon and drags it from area 13b, it can restore the display of areas 13b and 14 as exemplarily shown in Figure 3I.
[0252] Therefore, the tablet computer cancels the mapping connection between the arrow keys on the keyboard and mouse and the operations in Game 1.
[0253] Additionally, control 312e can also be displayed in region 14 in Figures 3H, 3I, 3J and 3K.
[0254] After the tablet computer detects a user-instructed operation to reset the established mapping connection, such as a user clicking on control 312e, it can restore the display of areas 13b and 14 as exemplarily shown in Figure 3G.
[0255] Therefore, the tablet computer can re-establish the mapping connection between the keyboard and mouse keys and the operations in Game 1.
[0256] After the tablet computer detects an operation by the user to determine the key configuration of name 004 shown in Figure 3K, such as the user clicking on control 312b, it can display areas 13a and 14 as exemplarily shown in Figure 3L.
[0257] Compared to Figure 3F, area 13a in Figure 3L now includes a new control 310e with the key configuration name 004. After a click operation is performed on control 310e, the tablet computer can display areas 13b and 14 as exemplarily shown in Figure 3K. Control 310e can display the name and usage scenario of the key configuration, as well as edit and delete controls.
[0258] Therefore, the tablet computer can determine that the key mapping connection has been established.
[0259] Upon receiving a vertical swipe or horizontal page turning operation on area 13a, the tablet computer can also display content in area 13a that cannot be displayed on the screen at once, such as the key configuration controls of the established game 1 or control 310b.
[0260] Therefore, tablet computers can have their key mapping connections added.
[0261] In some instances, as shown in Figure 3L, the tablet computer can use the key configuration of name 001 in Game 1 after detecting a user instruction to apply it to an operation in Game 1, such as when the user clicks on control 310a.
[0262] In some instances, as shown in Figure 3L, the tablet computer can use the key configuration of name 004 in Game 1 after detecting a user instruction to apply it to an operation, such as when the user clicks on control 310e.
[0263] Therefore, the tablet can use the established key mapping connection in Game 1. Consequently, the control of the keyboard and mouse keys can execute the actions corresponding to the operations in Game 1.
[0264] It should be noted that if the operation in Game 1 is not mapped to the keyboard and mouse keys, the tablet computer will still need to receive the operation on the screen before it can execute the operation.
[0265] As can be seen, in some instances, various operations in Game 1 can be controlled solely through buttons on an external device. This allows users to conveniently execute actions corresponding to the operations in Game 1 using external devices, enhancing the user's gaming experience.
[0266] In other examples, some operations in Game 1 can be controlled via buttons on an external device, while the remaining operations can be controlled via the tablet's screen. This combination allows users to flexibly execute actions corresponding to the controls in Game 1, enhancing the user's gaming experience.
[0267] When the tablet computer detects a user-instructed operation to delete the mapping connection of the scroll wheel down button, such as when the user drags the scroll wheel down icon from area 14 toward area 13b, it can display areas 13b and 14 as exemplarily shown in Figure 3M.
[0268] The scroll wheel icon can slide between area 13b and area 14 as you drag, and will be displayed in either area 13b or area 14.
[0269] The tablet computer can use at least one of the following methods, such as highlighting, flashing, or text prompts, to indicate the placement area of the keys in area 13b. For example, area 13b may include a deletion prompt icon 313e, which can prompt the user that after the scroll wheel down icon is dragged to area 13b, the tablet computer can delete the mapping connection between the scroll wheel down button and the operation in game 1.
[0270] When the tablet computer detects a user-instructed operation to delete the key mapping of the scroll wheel down button, such as when the user drags the scroll wheel down icon from area 14 to area 13b, it can display areas 13b and 14 as exemplarily shown in Figure 3N.
[0271] In area 13b, control 313a can be displayed. Control 313a can display a scroll wheel down icon, indicating to the user that the scroll wheel down button is not mapped to the operation in Game 1. In area 14, the scroll wheel down icon is no longer displayed in control 311d; control 311d can be represented by a dotted line.
[0272] Therefore, the tablet computer can remove the mapping connection between individual keys and operations in Game 1.
[0273] When the tablet computer detects a user instruction, it deletes the mapping connection of multiple keys, such as the directional key and other key icons in area 14. After the user frames the directional key icon and other key icons together, areas 13b and 14 as shown in Figure 30 can be displayed.
[0274] The tablet computer can use at least one of the following methods in area 14 to prompt the user for the key that needs to be deleted: highlighting, flashing, graphical boxes, or text prompts. For example, a box can be displayed in area 14. This box includes icons for the arrow keys and other keys. Furthermore, the icons for the arrow keys and other keys can be highlighted or flashed.
[0275] The tablet computer can delete the mapping connection of multiple keys, such as the directional keys and other keys, when it detects a user instruction. For example, after the user long-presses the icon of the directional key and other key icons, it can display areas 13b and 14 as shown in Figure 3P.
[0276] In area 14, a prompt 314 can be displayed, indicating to the user that multiple keys, including the arrow keys and other keys, have been selected simultaneously. Additionally, as the user drags, the tablet can display an icon 315, which also indicates that multiple keys, including the arrow keys and other keys, have been selected simultaneously.
[0277] The tablet computer can delete the mapping connection of multiple keys, such as the directional keys and other keys, when it detects a user instruction. For example, after the user drags icon 315 from area 14 toward area 13b, areas 13b and 14 as shown in Figure 3Q can be displayed.
[0278] In area 14, the key placement area no longer displays icons for the directional keys or other keys. Icon 315 can be dragged and dropped between areas 13b and 14, and displayed in either area. Additionally, the tablet can use at least one of the following methods—highlighting, flashing, or text prompts—to indicate the key placement area to the user in area 13b. For example, area 13b may include a deletion prompt icon 313e, which indicates that after icon 315 is dragged to area 13b, the tablet can simultaneously delete the mapping connections between the directional keys and other keys, as well as multiple keys, and the operations in game 1.
[0279] The tablet computer can delete the mapping connection of multiple keys, such as the directional keys and other keys, when it detects a user instruction. For example, after the user drags icon 315 from area 14 to area 13b, areas 13b and 14 as shown in Figure 3R can be displayed.
[0280] Area 13b can display control 313b, and control 313c can display the arrow key icon, indicating to the user that the arrow key is not mapped to the operation in Game 1. Area 14 no longer displays the arrow key icon or other key icons.
[0281] Therefore, the tablet computer can simultaneously delete the mapping connections between multiple keys and the operations in Game 1.
[0282] After the tablet computer detects a user-instructed action to view the mapping connection of recommended keys, such as when the user clicks on prompt 309, it can display areas 13c and 14 as exemplarily shown in Figure 3S.
[0283] The specific implementation of region 14 in Figure 3S can be found in the description of region 14 in Figure 3F, and will not be repeated here.
[0284] Zone 13c can display to the user controls for key configurations in various modes of Game 1, such as controls for competitive mode, entertainment mode, single-player mode, and adventure mode.
[0285] In this embodiment of the application, there are no limitations on the layout position (which can be configured according to the software system configuration and user operation parameters), position, size, color, icon size of the control, and other parameters of the region 13c.
[0286] Therefore, the tablet computer can recommend various mapping connections that have been established between the keyboard and mouse keys and the operations in Game 1 to the user.
[0287] It should be noted that when the tablet computer detects that the user has indicated that the key configuration of the competitive mode is to be applied to the operation of Game 1, such as after the user clicks on the control of the key configuration of the competitive mode, the key configuration of the competitive mode can be used in Game 1.
[0288] After the tablet computer detects a user-instructed action to switch game applications, such as a user clicking on control 312a, it can display areas 13c and 14 as exemplarily shown in Figure 3T.
[0289] Area 14 may also include: control 316, which can display the identifiers of Game 1 and other games, where A represents Game 1 and B, C and D represent other games.
[0290] It should be noted that the control 312a mentioned above can be the control 312a in area 14 shown in Figures 3F to 3S. For the sake of simplicity, the control 312a in area 14 shown in Figure 3S will be used as an example for illustration.
[0291] After detecting a user-instructed selection to switch to a game application, such as clicking on B in control 316, the tablet can launch the game application 2. The tablet can then display areas 13c and 15 as exemplarily shown in Figure 3U. After a certain period of time, the tablet can display areas 13c and 15 as exemplarily shown in Figure 3V.
[0292] The specific implementation of region 13c in Figures 3U and 3V can be found in the description of region 13c in Figure 3S, and will not be repeated here.
[0293] In Figure 3U, area 13c may display a prompt indicating to the user that a game application is being switched. Alternatively, this prompt may not be displayed in area 13c. That is, after receiving a user click on B in control 312a, the tablet may display areas 13c and 15 as exemplarily shown in Figure 3V, but not areas 13c and 15 as exemplarily shown in Figure 3U.
[0294] In Figure 3V, area 13c can display to the user controls for key configurations in various modes of Game 2, such as controls for competitive mode, entertainment mode, single-player mode, and adventure mode.
[0295] In Figures 3U and 3V, area 15 can display the game interface of Game 2.
[0296] It should be noted that in some instances, region 15 in Figure 3U may differ from region 15 in Figure 3V. For example, region 15 in Figure 3U may display the main game interface of Game 2, while region 15 in Figure 3V may display the in-game interface of Game 2. In other instances, region 15 in Figure 3U may be the same as region 15 in Figure 3V. For example, region 15 in both Figure 3U and Figure 3V may display either the main game interface of Game 2 or the in-game interface of Game 2.
[0297] In this embodiment of the application, there are no limitations on the layout position (which can be configured according to the software system configuration and user operation parameters), position, size, color, icon size of the control, etc. of region 13c or region 15.
[0298] It should be noted that the tablet computer can also map the buttons on the external device to the operations in Game 2. The specific implementation process can be found in Figures 3A-3R, which illustrate the mapping of buttons on the external device to the operations in Game 1. It will not be elaborated here.
[0299] Of course, the tablet can also switch from the key management of Game 2 to the key management of Game 1 or other games. For example, after the tablet detects the user's instruction to switch to Game Application 1, such as the user clicking on A in control 316, it can display areas 13c and 14 as shown in Figure 3T.
[0300] Additionally, the tablet can switch from key management in other games to key management in Game 1. That is, after detecting a user's selection to switch to Game 1, such as clicking "A" in control 316, the tablet can display areas 13c and 14 as shown in Figure 3T. Thus, the tablet can continue to map key bindings between buttons on external devices and operations in Game 1. The specific implementation process can be found in Figures 3A-3R, which exemplarily illustrate key mapping between buttons on external devices and operations in Game 1; it will not be elaborated upon here.
[0301] Therefore, the tablet can switch from Game 1 to Game 2, and can map the keys on the external device to the operations in Game 2. This allows for key mapping of multiple game applications at once.
[0302] Please refer to Figures 4A-4C, which are schematic diagrams of a human-computer interaction interface provided in an embodiment of this application. For ease of explanation, in Figure 4A, a foldable screen mobile phone is used as an example, with the electronic device in an unfolded state and the left and right partitions displaying the key management area and key mapping area, and an external device such as a keyboard and mouse. In Figures 4B and 4C, a candybar mobile phone is used as an example, with the electronic device in a landscape state and the left and right partitions displaying the key management area and key mapping area, and an external device such as a gamepad.
[0303] The foldable phone can display regions 21 and 22 as shown in Figure 4A, and regions 21 and 22 are displayed in left and right partitions.
[0304] Area 21 is used to display the key management area. Area 22 is used to display the key mapping area, which separately displays the in-game interface of game application 1.
[0305] The display areas of regions 21 and 22 can be the same or different. The dashed line in Figure 4A refers to the folded line mentioned earlier, meaning that the folding screen of the foldable phone can form multiple screens along this dashed line. For a detailed implementation of region 21, please refer to the description of region 13a in Figure 3F; for a detailed implementation of region 22, please refer to the description of region 14 in Figure 3F. These details will not be repeated here. In some embodiments, the size ratio between regions 21 and 22 is fixed, and this ratio can be set according to factors such as the screen size of the foldable phone and the presentation effect of the in-game interface.
[0306] Foldable screen phones can use various methods to set the size ratio of regions 21 and 22. For example, while keeping the size of region 21 unchanged, the foldable screen phone can perform at least one of the following operations on region 22: cropping, scaling, compressing, or stretching. Alternatively, while keeping the size of region 22 scaled proportionally, the foldable screen phone can perform at least one of the following operations on region 21: cropping, scaling, compressing, or stretching. This ensures the display effect of regions 21 and 22.
[0307] In this embodiment of the application, there are no limitations on the layout position (which can be configured according to the software system configuration and user operation parameters), position, size, color, icon size of the control, etc. of region 21 or region 22.
[0308] Therefore, foldable screen phones can display the key management area and the key mapping area in the left and right sections of the entire screen, and the key mapping area separately displays the in-game interface of game application 1, so that the in-game interface of game application 1 will not be obscured, and it is also convenient for users to map the keys on the keyboard and mouse to the operations in the game.
[0309] It should be noted that foldable phones can also map buttons on external devices to operations in Game 1. The specific implementation process can be found in Figures 3A-3R, which illustrate the mapping of buttons on external devices to operations in Game 1. It will not be elaborated here.
[0310] Of course, even with the phone covered, you can still switch from the key management of Game 1 to the key management of other games.
[0311] The candybar phone can display regions 31a and 32 as shown in Figure 4B, and regions 31a and 32 are displayed in left and right partitions.
[0312] Area 31a is used to display the key management area. Area 32 is used to display the key mapping area, which separately displays the in-game interface of game application 3.
[0313] The display areas of regions 31a and 32 can be the same or different. For a specific implementation of region 31a, please refer to the description of region 13a in Figure 3F; for a specific implementation of region 32, please refer to the description of region 14 in Figure 3F. Further details are omitted here. In some embodiments, the size ratio between regions 31a and 32 is fixed, and this ratio can be set according to factors such as the screen size of the candybar phone and the desired presentation of the game interface.
[0314] A candybar phone can use various methods to set the size ratio of region 31a and region 32. For example, while keeping the size of region 31a unchanged, a foldable phone can perform at least one of the following operations on region 32: cropping, scaling, compression, or stretching. Alternatively, while keeping the size of region 32 scaled proportionally, a foldable phone can perform at least one of the following operations on region 31a: cropping, scaling, compression, or stretching. This ensures the display effect of regions 31a and 32.
[0315] Area 31a can prompt the user with the key configurations of the game 3 that have been created, such as control 401a for key configuration of name 001, control for key configuration of name 002, control for key configuration of name 003, and control 401d for adding new key configurations.
[0316] Control 401a can display the name and usage scenario of the key configuration, as well as controls 401b and 401c. After clicking control 401b, the candybar phone can re-edit the key configuration of name 001. After clicking control 401c, the candybar phone can delete the key configuration of name 001, so control 401a will no longer be displayed in area 31a.
[0317] In this embodiment of the application, there are no limitations on the layout position (which can be configured according to the software system configuration and user operation parameters), position, size, color, icon size of the control, etc. of region 31a or region 32.
[0318] Therefore, the candybar phone can display the key management area and the key mapping area in the left and right sections of the entire screen. The key mapping area displays the game interface of game application 3 separately, so that the game interface of game application 1 will not be obscured. It also makes it convenient for users to map the buttons on the gamepad to the operations in the game.
[0319] When the candybar phone detects the mapping connection between the buttons on the added gamepad and the operation in Game 3 as instructed by the user, such as the user clicking on the control 401d, it can display the exemplary areas 31b and 32 shown in Figure 4C, with areas 31b and 32 displayed in left and right partitions.
[0320] The display area of region 31b and region 32 may be the same or different, and this embodiment does not limit this. Generally, region 31b has the same display area as region 31a in Figure 4A, and region 32 has the same display area as region 32 in Figure 4A.
[0321] Area 31b can display the name of the newly created Game 3 key configuration as 004, as well as the controls for each key, such as controls for displaying the icons for the left strafe key, the right strafe key, the deceleration key, the acceleration key, the jump key, the attack key, the cancel key, the confirm key, the left analog stick, the right analog stick, and the directional keys, etc.
[0322] Additionally, area 31b can also display controls to return to area 31a in Figure 4A, as well as controls to edit name 004.
[0323] In this embodiment of the application, there are no limitations on the layout position (which can be configured according to the software system configuration and user operation parameters), position, size, color, and icon size of the control in region 31b.
[0324] In addition to displaying the content of area 32 in Figure 4A, area 14 can also display the button placement area, which is shown as a dashed line in Figure 4B. The button placement area can be understood as the area where, once the icon of any button on the controller is displayed, a mapping connection is established between that button and the operation in Game 3, thus completing the button mapping between that button and the operation in Game 3.
[0325] Therefore, the candybar phone can display each button of the handle in the button management area, and display the button placement area in the button mapping area.
[0326] It should be noted that the candybar phone can also map the buttons on the external device to the operations in Game 3. The specific implementation process can be found in Figures 3A-3R, which illustrate the mapping of buttons on the external device to the operations in Game 1. It will not be elaborated here.
[0327] Of course, users of candybar phones can also switch from the key management of Game 1 to the key management of other games.
[0328] Based on the foregoing description, embodiments of this application may provide a method for processing games. This method is applied to an electronic device connected to an external device.
[0329] For details on the specific implementation of electronic devices, please refer to the description of electronic devices mentioned above. For details on the specific implementation of external devices, please refer to the description of external devices mentioned above. These details will not be repeated here.
[0330] Please refer to Figure 5, which is a flowchart illustrating a game processing method provided in an embodiment of this application. As shown in Figure 5, the game processing method in this embodiment may include:
[0331] S101. Display the first interface of the first game application, wherein the first interface of the first game application includes multiple game operation controls.
[0332] S102. In response to the first operation, a second interface of the second game application is displayed. The second interface of the second game application includes a first area and a second area. The first area and the second area do not overlap. At least one peripheral icon is displayed in the first area, and each peripheral icon corresponds to a key of the external device. The game screen and placement area of the second game application are displayed in the second area. The placement area is displayed on top of the game screen, and the placement area matches the position of the game operation controls in the game screen.
[0333] S103. In response to the second operation of placing the first peripheral icon in the first placement area, a third interface of the second game application is displayed, wherein the third interface is used to indicate the association of the operation function corresponding to the first peripheral icon with the game operation control corresponding to the first placement area.
[0334] As a possible implementation, the electronic device includes a first game application, and the second game application in S102 is the same as the first game application.
[0335] After launching the first game application, the electronic device can display the first interface of the first game application, which shows the game screen and multiple game operation controls. The game operation controls can be displayed immersively on top of the game screen.
[0336] The first interface can be any interface within the first game application after it is launched. For example, the first interface can be any one of the following: the main interface of the game application, the game interface of the game application, the menu interface of the game application, the settings interface of the game application, or the store interface of the game application.
[0337] In some embodiments, when the electronic device is a tablet computer, the specific implementation of the first game application can be found in the description of Game 1 mentioned above. The specific implementation of step S101 can be found in the description of the embodiments in Figures 3A-3E. The specific implementation of the first interface can be found in the description of the user interface 12 in the embodiments in Figures 3A-3E. The specific implementation of the game screen can be found in the description of the game interface of Game 1 in the user interface 12 in the embodiments in Figures 3A-3E. The specific implementation of the game operation controls can be found in the description of the game operation controls of Game 1 in the user interface 12 in the embodiments in Figures 3A-3E. They will not be repeated here.
[0338] After receiving a first drag operation from one side of the first interface toward the screen of the electronic device, the device can display a first area and a second area in a partitioned layout, with the first area and the second area not overlapping. That is, there is no overlap between the first area and the second area.
[0339] The first area is used to display the key management area. The first area displays one or more peripheral icons, each peripheral icon corresponding to a key on the external device. One peripheral icon may correspond to one or more keys. For example, as shown in Figure 3G, the icon displayed by control 313a corresponds to the scroll wheel down key. Similarly, the icon displayed by control 313d corresponds to multiple keyboard keys.
[0340] The second area is used to display the placement area for the game keys. This second area also separately displays the game screen and placement area of the first game application. The placement area is displayed on top of the game screen, and its position corresponds to the position of the game control within the game screen. One placement area can correspond to the position of one or more game control controls. For example, as shown in Figure 3G, in area 14, a placement area displayed as a dashed circle can correspond to the position of one game control. A placement area displayed as a dashed square can correspond to the positions of multiple game control controls.
[0341] In some embodiments, the specific implementation of step S102 can be found in the description of the embodiments in Figures 3F to 3G. The specific implementation of the first region can be found in the description of region 13b in the embodiments in Figures 3F to 3G. The specific implementation of the peripheral icons can be found in the description of the icons of controls 313a, 313b, 313c, and 313d displayed in region 13b in the embodiments in Figures 3F to 3G. The specific implementation of the second region can be found in the description of the game interface displayed in window 311 in the embodiments in Figures 3F to 3G. The specific implementation of the placement area of the first game application can be found in the description of the placement area shown by the dotted line in region 14 in the embodiments in Figures 3F to 3G. It will not be repeated here.
[0342] The first area includes the first peripheral icon, and the second area includes the first placement area.
[0343] Taking the first peripheral icon as the scroll wheel icon displayed by control 313a shown in Figures 3H to 3I, as an example, after the electronic device receives the second operation of the user placing the first peripheral icon in the first placement area, it can display the third interface of the second game application. The third interface can indicate that the scroll wheel button is associated with the game operation control corresponding to the first placement area.
[0344] In some embodiments, the specific implementation of step S103 can be found in the description of the embodiments in Figures 3H to 3I. The specific implementation of the first placement area can be found in the description of the placement area shown by the dashed circle in area 14 in the embodiments in Figures 3H to 3I. The specific implementation of the third interface can be found in the description of areas 13b and 14 in the embodiment in Figure 3I. It will not be repeated here.
[0345] Taking the first peripheral icon as the directional key icon displayed by control 313b shown in Figures 3J to 3K as an example, after the electronic device receives the second operation of the user placing the first peripheral icon in the first placement area, it can display the third interface of the second game application. The third interface can indicate that the directional key is associated with the game operation control corresponding to the first placement area.
[0346] In some embodiments, the specific implementation of step S103 can be found in the description of the embodiments in Figures 3J to 3K. The specific implementation of the first placement area can be found in the description of the placement area shown by the dashed box in area 14 in the embodiments in Figures 3J to 3K. The specific implementation of the third interface can be found in the description of areas 13b and 14 in the embodiment in Figure 3K. It will not be repeated here.
[0347] The first operation is an operation performed on the first control, which is used to switch from the first game application to the second game application.
[0348] As another feasible implementation, the electronic device includes a first game application and a second game application, wherein the first game application and the second game application are different applications.
[0349] After launching a first game application, the electronic device can display a first interface of the first game application. This first interface is a key mapping between the keys on an external device and the operations in the first game application. The first interface includes a first control used to switch from the first game application to a second game application.
[0350] In some embodiments, the specific implementation of the first game application can be found in the description of game 1 mentioned above, the specific implementation of the second game application can be found in the description of game 2 mentioned above, the specific implementation of step S101 can be found in the description of the embodiments in Figures 3S to 3T, the specific implementation of the first interface can be found in the description of regions 13c and 15 in the embodiments in Figures 3S to 3T, and the specific implementation of the first control can be found in the description of control 316 in the embodiments in Figures 3S to 3T, which will not be repeated here.
[0351] After receiving a first operation from the user on the first control, the electronic device can display a second interface of the second game application. The second interface is divided into a first area and a second area in its layout, and the first area and the second area do not overlap. That is to say, there is no overlapping part between the first area and the second area.
[0352] The first area is used to display the key management area. The first area displays one or more peripheral icons, each peripheral icon corresponding to a key on the external device. One peripheral icon may correspond to one or more keys. For example, as shown in Figure 3G, the icon displayed by control 313a corresponds to the scroll wheel down key. Similarly, the icon displayed by control 313d corresponds to multiple keyboard keys.
[0353] The second area is used to display the placement area for the game keys. This second area also separately displays the game screen and placement area of the first game application. The placement area is displayed on top of the game screen, and its position corresponds to the position of the game control within the game screen. One placement area can correspond to the position of one or more game control controls. For example, as shown in Figure 3G, in area 14, a placement area displayed as a dashed circle can correspond to the position of one game control. A placement area displayed as a dashed square can correspond to the positions of multiple game control controls.
[0354] In some embodiments, the second game application is Game 2. The key management of Game 2 can be illustrated by referring to the key management of Game 1. The specific implementation of step S102 can be seen in the description of the embodiments in Figures 3S-3V and Figures 3F to 3G. The specific implementation of the first area can be seen in the description of area 13b in the embodiments in Figures 3F to 3G. The specific implementation of the peripheral icons can be seen in the description of the icons of controls 313a, 313b, 313c, and 313d displayed in area 13b in the embodiments in Figures 3F to 3G. The specific implementation of the second area can be seen in the description of the game interface displayed in window 311 in the embodiments in Figures 3F to 3G. The specific implementation of the placement area of the second game application can be seen in the description of the placement area shown by the dotted line in area 14 in the embodiments in Figures 3F to 3G. It will not be elaborated here.
[0355] The first area includes the first peripheral icon, and the second area includes the first placement area.
[0356] Taking the first peripheral icon as the scroll wheel icon displayed by control 313a shown in Figures 3H to 3I, as an example, after the electronic device receives the second operation of the user placing the first peripheral icon in the first placement area, it can display the third interface of the second game application. The third interface can indicate that the scroll wheel button is associated with the game operation control corresponding to the first placement area.
[0357] In some embodiments, the specific implementation of step S103 can be found in the description of the embodiments in Figures 3H to 3I. The specific implementation of the first placement area can be found in the description of the placement area shown by the dashed circle in area 14 in the embodiments in Figures 3H to 3I. The specific implementation of the third interface can be found in the description of areas 13b and 14 in the embodiment in Figure 3I. It will not be repeated here.
[0358] Taking the first peripheral icon as the directional key icon displayed by control 313b shown in Figures 3J to 3K as an example, after the electronic device receives the second operation of the user placing the first peripheral icon in the first placement area, it can display the third interface of the second game application. The third interface can indicate that the directional key is associated with the game operation control corresponding to the first placement area.
[0359] In some embodiments, the specific implementation of step S103 can be found in the description of the embodiments in Figures 3J to 3K. The specific implementation of the first placement area can be found in the description of the placement area shown by the dashed box in area 14 in the embodiments in Figures 3J to 3K. The specific implementation of the third interface can be found in the description of areas 13b and 14 in the embodiment in Figure 3K. It will not be repeated here.
[0360] In addition, when the electronic device is a foldable screen phone or a candybar phone, the specific implementation of the above steps can also be found in the description of the embodiments in Figures 4A to 4C, which will not be repeated here.
[0361] In summary, the electronic device can display a first area and a second area separately in its layout. The first area displays one or more peripheral icons related to the keys of the external device, while the second area displays the game screen and game operation controls of the game application. This ensures that the first area does not obstruct the second area, preventing invalid operations or unclear operation areas due to obstruction. It facilitates key mapping between the buttons on the external device and the operations in the game application in the first and second areas, providing users with an immersive mapping connection operation, avoiding invalid or incorrect mapping connections, and improving the user's operating experience.
[0362] Based on the above description, the second interface can include various forms, and the second interface can be any interface of the second game application.
[0363] In some embodiments, the second interface is the game interface of the second game application, such as the game interface of game 1 shown in area 14 of Figures 3F to 3V, or the game interface of game 2 shown in area 15 of Figures 3U to 3V.
[0364] In other embodiments, the second interface is the external interface of the second game application, such as any one of the main interface of the game application, the game interface of the game application, the menu interface of the game application, the settings interface of the game application, the store interface of the game application, etc. mentioned above.
[0365] Based on the above description, at least one game control corresponds to at least one peripheral icon.
[0366] In some embodiments, a game control corresponds to a peripheral icon. For example, if the peripheral device is a mouse, and the operation of a game control is an upward movement operation in a second game application, then the left mouse button corresponds to the upward movement operation.
[0367] In other embodiments, a game control corresponds to multiple peripheral icons. For example, if the peripheral devices include a keyboard and mouse, and the operation of a game control is a player skill release operation in a second game application, then the left mouse button and the W button on the keyboard both correspond to the player skill release operation.
[0368] In other embodiments, multiple game control buttons correspond to a single peripheral icon. For example, if the external device is a keyboard, and one game control button performs a four-way movement operation in a second game application, then the "S" button on the keyboard corresponds to the four-way movement operation.
[0369] In other embodiments, multiple game control buttons correspond to multiple peripheral icons. For example, if the peripheral devices include a keyboard and mouse, and the operation of one game control button is a player skill release operation in a second game application, then the left mouse button and the W button on the keyboard both correspond to the player skill release operation.
[0370] Based on the above description, the external device can be at least one of a mouse, keyboard, and gamepad.
[0371] In some embodiments, the external devices include a mouse and a keyboard, and the peripheral icons include: mouse movement icon, left mouse button icon, right mouse button icon, arrow key icon, scroll wheel up icon, scroll wheel down icon, and keyboard key icon.
[0372] In other embodiments, the external device includes a gamepad, and the peripheral icons include: icons for the left strafe button, the right strafe button, the deceleration button, the acceleration button, the jump button, the attack button, the cancel button, the confirm button, the left joystick, the right joystick, and the directional buttons.
[0373] It should be noted that the external device can be a separate mouse or a separate keyboard.
[0374] Based on the above description, when mapping the key positions in the external device to the operations in the game application, the second operation is to drag the first peripheral icon to the first placement area.
[0375] In some embodiments, the first placement area can be understood as the interior of a first region. Thus, the first peripheral icon needs to be dragged into the interior of the first placement area to ensure the validity of the second operation.
[0376] In other embodiments, the first placement area can also be understood as a preset area of the first region. Thus, the area to which the first peripheral icon needs to be dragged is greater than or equal to the preset area of the first placement area, enabling the electronic device to absorb the first peripheral icon into the content of the first placement area, thereby ensuring the effectiveness of the second operation.
[0377] Based on the above description, before displaying the third interface of the second game application, the electronic device may prompt the user which areas in the placement area of the second game application can be used to place the first peripheral icon.
[0378] In some embodiments, in response to the second operation, the electronic device may highlight the first placement area, such as the placement area of the keypad in area 14 shown in Figures 3H to 3I, to indicate the keypad to the user. The highlighting method may include, but is not limited to, thickening the border of the area, displaying the border of the area in a different color, and flashing the border of the area.
[0379] In other embodiments, the electronic device may respond to the second operation by displaying a first prompt for the first placement area, as shown in prompt 311b of FIG3J. The first prompt indicates that the first peripheral icon needs to be dragged to the first placement area. The first prompt may include, but is not limited to, text display, icon display, and image display.
[0380] Based on the above description, the electronic device can delete the mapping connection between a single key on an external device and an operation in a second game application. This allows the user to easily delete an established mapping connection.
[0381] In some embodiments, the third interface includes the first area and the second area, the second area displaying the first peripheral icon. After displaying the third interface of the second game application, the electronic device may receive a third operation to place the first peripheral icon in the first area. In response to the third operation, the electronic device may display the first peripheral icon in the first area.
[0382] Thus, before deletion, the first peripheral icon is displayed in the second area. After deletion, the first peripheral icon is displayed in the first area.
[0383] The above process can be referred to in the description of the embodiments in Figures 3M to 3N, which will not be repeated here.
[0384] Based on the above description, the electronic device can simultaneously delete the mapping connections between multiple keys on the external device and operations in the second game application. This allows users to conveniently delete multiple established mapping connections at the same time.
[0385] In some embodiments, the third interface includes a first area and a second area, the second area displaying the first peripheral icon and the second peripheral icon. After displaying the third interface of the second game application, the electronic device may receive a fourth operation to frame the first peripheral icon and the second peripheral icon. In response to the fourth operation, the electronic device may display a combined icon. The electronic device may receive a fifth operation to place the combined icon in the first area. In response to the fifth operation, the electronic device may display the first peripheral icon and the second peripheral icon in the first area.
[0386] Thus, before deletion, both the first and second peripheral icons are displayed in the second area. During deletion, the combined icon can be displayed in either the first or second area. After deletion, both the first and second peripheral icons are displayed in the first area.
[0387] The above process can be referred to in the description of the embodiments in Figures 30 to 3R. The specific implementation of the combined icon can be referred to in the description of icon 315 in the embodiment in Figure 3Q, which will not be repeated here.
[0388] Based on the above description, electronic devices can reconfigure the mapping connection between the keys in the established external device and the operations in the second game application. This allows users to easily reconfigure the mapping connection.
[0389] In some embodiments, the third interface includes a first area and a second area, the second area displaying the first peripheral icon and a second peripheral icon, and the third interface further includes a second control. After displaying the third interface of the second game application, the electronic device can receive a sixth operation acting on the second control. In response to the sixth operation, the electronic device can clear all peripheral icons displayed in the second area and display all peripheral icons cleared from the second area in the first area, wherein all peripheral icons cleared from the second area include the first peripheral icon and the second peripheral icon.
[0390] Thus, before a reset, both the first and second peripheral icons are displayed in the second area. After a reset, both the first and second peripheral icons are displayed in the first area.
[0391] The above process can be referred to in the description of the tablet computer being able to re-establish the mapping connection between the keyboard and mouse keys and the operation in game 1 mentioned in the embodiments of Figures 3H to 3K and Figure 3G. The specific implementation of the second control can be referred to in the description of control 312e in the embodiments of Figures 3H to 3K, which will not be repeated here.
[0392] Based on the above description, the electronic device can determine whether a key mapping connection has been successfully established. Once established, the electronic device can block the operation of establishing and deleting key mapping connections.
[0393] In some embodiments, the second interface or the third interface includes a third control. The electronic device can receive a seventh operation acting on the third control. In response to the seventh operation, the electronic device can block a second operation of placing the first peripheral icon in the first placement area, and / or a third operation of placing the first peripheral icon in the first area.
[0394] The above process can be referred to in the description of the tablet computer in the embodiments of Figures 3K and 3L, which can determine that the key mapping connection has been established. The specific implementation of the third control can be referred to in the description of control 312b in the embodiments of Figures 3K and 3L, which will not be repeated here.
[0395] Based on the above description, the electronic device can apply the established key mapping connection to the second game application, so that the established key mapping connection takes effect.
[0396] In some embodiments, the second interface includes a fourth control. After displaying the third interface of the second game application, the electronic device can receive an eighth operation applied to the fourth control. In response to the eighth operation, the electronic device can apply the association between the key corresponding to the first peripheral icon and the game operation control corresponding to the first placement area to the second game application.
[0397] The above process can be referred to the embodiment described in Figure 3L. The specific implementation of the fourth control can be referred to the description of control 310e or 310a in the embodiment of Figure 3L, which will not be repeated here.
[0398] In this way, the electronic device can use this association in the second game application. Consequently, the keys corresponding to the first peripheral icon can perform the actions corresponding to the game control controls in the first placement area of the second game application.
[0399] In some implementations, after displaying the third interface of the second game application, the electronic device can receive a ninth operation on the key corresponding to the first peripheral icon of the external device. In response to the ninth operation, the electronic device can execute the action corresponding to the game control corresponding to the first placement area within the second game application.
[0400] In this way, the electronic device can use the mapping connection of the key corresponding to the first peripheral icon in the second game application.
[0401] Based on the above description, the positional relationship between the first region and the second region can include various factors.
[0402] In some implementations, the first region and the second region are displayed in separate left and right partitions.
[0403] In other embodiments, the first region and the second region are displayed in separate vertical sections.
[0404] For example, regardless of whether it is in landscape or portrait mode, the first area and the second area are displayed in separate left and right partitions.
[0405] For example, in landscape mode, the first area and the second area are displayed horizontally. In portrait mode, the first area and the second area are displayed vertically.
[0406] For example, in landscape-oriented game applications, the first and second areas are displayed horizontally. In portrait-oriented game applications, the first and second areas are displayed vertically.
[0407] Therefore, the positional relationship between the first and second zones can be set according to factors such as the screen size of the electronic device, the display method of the game application, and the user's operating habits.
[0408] For example, this application provides an electronic device, including: a memory and a processor; the memory is used to store program instructions; the processor is used to call the program instructions in the memory to cause the electronic device to execute the game processing method in the preceding embodiments.
[0409] For example, this application provides a chip system applied to an electronic device including a memory, a display screen, and sensors; the chip system includes a processor; when the processor executes computer instructions stored in the memory, the electronic device executes the game processing method described in the preceding embodiments.
[0410] For example, embodiments of this application provide a computer-readable storage medium having a computer program stored thereon, the computer program being processed by a processor to cause an electronic device to execute the game processing method described in the preceding embodiments.
[0411] For example, this application provides a computer program product, including: execution instructions, the execution instructions are stored in a readable storage medium, at least one processor of an electronic device can read the execution instructions from the readable storage medium, and the at least one processor executes the execution instructions to enable the electronic device to implement the game processing method in the foregoing embodiments.
[0412] In the above embodiments, all or part of the functions can be implemented by software, hardware, or a combination of software and hardware. When implemented using software, it can be implemented entirely or partially in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, all or part of the processes or functions described in the embodiments of this application are generated. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions can be stored in a computer-readable storage medium. The computer-readable storage medium can be any available medium that a computer can access or a data storage device such as a server or data center that integrates one or more available media. The available medium can be a magnetic medium (e.g., floppy disk, hard disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., solid-state disk (SSD)).
[0413] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments can be implemented by a computer program instructing related hardware. This program can be stored in a computer-readable storage medium, and when executed, it can include the processes described in the above method embodiments. The aforementioned storage medium includes various media capable of storing program code, such as ROM or random access memory (RAM), magnetic disks, or optical disks.
Claims
1. A method for processing a game, characterized in that, Applied to an electronic device connected to an external device, the method includes: Display the first interface of the first game application, the first interface of the first game application includes multiple game operation controls; In response to the first operation, a second interface of the second game application is displayed. The second interface of the second game application includes a first area and a second area. The first area and the second area do not overlap. At least one peripheral icon is displayed in the first area, and each peripheral icon corresponds to a key of the external device. The game screen and placement area of the second game application are displayed in the second area. The placement area is displayed on top of the game screen, and the placement area matches the position of the game operation controls in the game screen. In response to a second operation of placing a first peripheral icon in a first placement area, a third interface of the second game application is displayed, the third interface being used to indicate the operation function corresponding to the first peripheral icon and the game operation control associated with the first placement area.
2. The method according to claim 1, characterized in that, The first game application and the second game application are the same application, and the first operation is a drag operation from one side of the first interface toward the screen of the electronic device.
3. The method according to claim 1, characterized in that, The first game application and the second game are different applications. The first interface includes a first control. The first operation is an operation performed on the first control. The first control is used to switch from the first game application to the second game application.
4. The method according to any one of claims 1-3, characterized in that, The second interface is either the in-game interface of the second game application or the out-of-game interface of the second game application.
5. The method according to any one of claims 1-4, characterized in that, At least one game control corresponds to at least one peripheral icon.
6. The method according to any one of claims 1-5, characterized in that, The external devices include a mouse and a keyboard, and the peripheral icons include: mouse movement icon, left mouse button icon, right mouse button icon, arrow key icon, scroll wheel up icon, scroll wheel down icon, and keyboard key icon.
7. The method according to any one of claims 1-6, characterized in that, The external device includes a gamepad, and the peripheral icons include: the left strafe button icon, the right strafe button icon, the deceleration button icon, the acceleration button icon, the jump button icon, the attack button icon, the cancel button icon, the confirm button icon, the left joystick icon, the right joystick icon, and the directional pad icon.
8. The method according to any one of claims 1-7, characterized in that, The second operation is to drag the first peripheral icon to the first placement area.
9. The method according to any one of claims 1-7, characterized in that, Before displaying the third interface of the second game application, the method further includes: In response to the second operation, the first placement area is highlighted; And / or, in response to the second operation, a first prompt is displayed in the first placement area, the first prompt indicating that the first peripheral icon needs to be dragged into the first placement area.
10. The method according to any one of claims 1-9, characterized in that, The third interface includes the first area and the second area, wherein the second area displays the first peripheral icon; After displaying the third interface of the second game application, the method further includes: Receive a third operation to place the first peripheral icon in the first area; In response to the third operation, the first peripheral icon is displayed in the first area.
11. The method according to any one of claims 1-10, characterized in that, The third interface includes the first area and the second area, and the second area displays the first peripheral icon and the second peripheral icon. After displaying the third interface of the second game application, the method further includes: Receive a fourth operation for selecting the first peripheral icon and the second peripheral icon; In response to the fourth operation, a combined icon is displayed; Receive the fifth operation of placing the combined icon in the first area; In response to the fifth operation, the first peripheral icon and the second peripheral icon are displayed in the first area.
12. The method according to any one of claims 1-11, characterized in that, The third interface includes the first area and the second area, the second area displays the first peripheral icon and the second peripheral icon, and the third interface also includes a second control; After displaying the third interface of the second game application, the method further includes: Receive the sixth operation applied to the second control; In response to the sixth operation, all peripheral icons displayed in the second area are cleared, and all peripheral icons cleared from the second area are displayed in the first area, wherein all peripheral icons cleared from the second area include the first peripheral icon and the second peripheral icon.
13. The method according to any one of claims 1-12, characterized in that, The second interface or the third interface includes a third control, and the method further includes: Receive the seventh operation applied to the third control; In response to the seventh operation, the second operation of placing the first peripheral icon in the first placement area is blocked, and / or the third operation of placing the first peripheral icon in the first area is blocked.
14. The method according to any one of claims 1-13, characterized in that, The second interface includes a fourth control; After displaying the third interface of the second game application, the method further includes: Receive the eighth operation applied to the fourth control; In response to the eighth operation, the association between the key corresponding to the first peripheral icon and the game operation control corresponding to the first placement area is applied to the second game application.
15. The method according to any one of claims 1-14, characterized in that, The first area and the second area are displayed in left and right partitions.
16. The method according to any one of claims 1-15, characterized in that, After displaying the third interface of the second game application, the method further includes: The ninth operation is received from the key corresponding to the first peripheral icon of the external device. In response to the ninth operation, the action corresponding to the game operation control corresponding to the first placement area is executed in the second game application.
17. An electronic device, characterized in that, include: Memory and processor; The memory is used to store program instructions; The processor is used to invoke program instructions in the memory to cause the electronic device to execute the game processing method according to any one of claims 1-16.
18. A chip system, characterized in that, The chip system is applied to an electronic device including a memory, a display screen, and sensors; the chip system includes a processor; when the processor executes computer instructions stored in the memory, the electronic device executes a game processing method as described in any one of claims 1-16.
19. A computer-readable storage medium having a computer program stored thereon, characterized in that, The computer program is processed by a processor to cause the electronic device to execute the game processing method according to any one of claims 1-16.
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