WO2020038169A1 - 图标显示方法、装置、终端及存储介质 - Google Patents

图标显示方法、装置、终端及存储介质 Download PDF

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Publication number
WO2020038169A1
WO2020038169A1 PCT/CN2019/096728 CN2019096728W WO2020038169A1 WO 2020038169 A1 WO2020038169 A1 WO 2020038169A1 CN 2019096728 W CN2019096728 W CN 2019096728W WO 2020038169 A1 WO2020038169 A1 WO 2020038169A1
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WO
WIPO (PCT)
Prior art keywords
screen
icon
display
signal
terminal
Prior art date
Application number
PCT/CN2019/096728
Other languages
English (en)
French (fr)
Inventor
宋方
Original Assignee
Oppo广东移动通信有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Oppo广东移动通信有限公司 filed Critical Oppo广东移动通信有限公司
Priority to EP19852486.0A priority Critical patent/EP3842905B1/en
Publication of WO2020038169A1 publication Critical patent/WO2020038169A1/zh
Priority to US17/181,790 priority patent/US11644943B2/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/04817Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04883Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04886Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures by partitioning the display area of the touch-screen or the surface of the digitising tablet into independently controllable areas, e.g. virtual keyboards or menus
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M1/00Substation equipment, e.g. for use by subscribers
    • H04M1/72Mobile telephones; Cordless telephones, i.e. devices for establishing wireless links to base stations without route selection
    • H04M1/724User interfaces specially adapted for cordless or mobile telephones
    • H04M1/72403User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality
    • H04M1/72427User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality for supporting games or graphical animations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M1/00Substation equipment, e.g. for use by subscribers
    • H04M1/72Mobile telephones; Cordless telephones, i.e. devices for establishing wireless links to base stations without route selection
    • H04M1/724User interfaces specially adapted for cordless or mobile telephones
    • H04M1/72448User interfaces specially adapted for cordless or mobile telephones with means for adapting the functionality of the device according to specific conditions
    • H04M1/72463User interfaces specially adapted for cordless or mobile telephones with means for adapting the functionality of the device according to specific conditions to restrict the functionality of the device
    • H04M1/724631User interfaces specially adapted for cordless or mobile telephones with means for adapting the functionality of the device according to specific conditions to restrict the functionality of the device by limiting the access to the user interface, e.g. locking a touch-screen or a keypad
    • H04M1/724634With partially locked states, e.g. when some telephonic functional locked states or applications remain accessible in the locked states
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M1/00Substation equipment, e.g. for use by subscribers
    • H04M1/72Mobile telephones; Cordless telephones, i.e. devices for establishing wireless links to base stations without route selection
    • H04M1/724User interfaces specially adapted for cordless or mobile telephones
    • H04M1/72448User interfaces specially adapted for cordless or mobile telephones with means for adapting the functionality of the device according to specific conditions
    • H04M1/72454User interfaces specially adapted for cordless or mobile telephones with means for adapting the functionality of the device according to specific conditions according to context-related or environment-related conditions
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M1/00Substation equipment, e.g. for use by subscribers
    • H04M1/72Mobile telephones; Cordless telephones, i.e. devices for establishing wireless links to base stations without route selection
    • H04M1/724User interfaces specially adapted for cordless or mobile telephones
    • H04M1/72469User interfaces specially adapted for cordless or mobile telephones for operating the device by selecting functions from two or more displayed items, e.g. menus or icons

Definitions

  • the embodiments of the present application relate to the technical field of terminals, and in particular, to an icon display method, device, terminal, and storage medium.
  • a user when a user uses a terminal such as a mobile phone or a tablet to play a game, a user can call up a display menu and complete some operations through the menu.
  • the terminal when the terminal is in a game scene, the user performs a sliding operation on the side of the screen of the terminal, and the terminal calls up a display menu according to the received operation signal, and displays several preset function icons in the menu.
  • the function icon may include a flashlight icon, a Bluetooth icon, and the like.
  • Embodiments of the present application provide an icon display method, device, terminal, and storage medium.
  • the technical solution is as follows:
  • an embodiment of the present application provides an icon display method, where the method includes:
  • the outgoing call instruction is used to request an outgoing call sidebar
  • the sidebar including a switch area, a shortcut function area, and a shortcut application area, where the switch area is used to display a switch icon corresponding to the game application, and the shortcut The function area is used to display the shortcut function icon corresponding to the game application, and the shortcut application area is used to display the target application icon.
  • an icon display device where the device includes:
  • Interface display module for displaying a user interface of a game application
  • An instruction receiving module configured to receive an outgoing call instruction, where the outgoing call instruction is used to request an outgoing call sidebar;
  • An icon display module configured to display the sidebar according to the outgoing call instruction, the sidebar includes a switch area, a shortcut function area, and a shortcut application area, and the switch area is used to display a Switch icon, the shortcut function area is used to display the shortcut function icon corresponding to the game application, and the shortcut application area is used to display a target application icon.
  • an embodiment of the present application provides a terminal.
  • the terminal includes a processor and a memory.
  • the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the method described in the foregoing aspect. Icon display method.
  • an embodiment of the present application provides a computer-readable storage medium.
  • the computer-readable storage medium stores a computer program, and the computer program is loaded by a processor and executes the icon display method according to the foregoing aspect. .
  • a plurality of preset settings are fixedly displayed in a menu compared to related technologies
  • the icon corresponding to the game application program is displayed in the solution provided in the embodiment of the present application, which makes the icon display more flexible and better meets the operation requirements.
  • FIG. 1 is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application.
  • FIG. 2 is a schematic structural diagram of a terminal according to another exemplary embodiment of the present application.
  • 3A to 3F are schematic diagrams of appearances of terminals with different touch display screens provided by exemplary embodiments of the present application.
  • FIG. 4 is a flowchart of an icon recognition method according to an embodiment of the present application.
  • FIG. 5 is a schematic diagram of an interface for receiving an outgoing call instruction according to an embodiment of the present application.
  • FIG. 6 is a schematic diagram of an interface for receiving an outgoing call instruction according to another embodiment of the present application.
  • FIG. 7 is a schematic diagram of an interface for displaying a target icon set according to an embodiment of the present application.
  • FIG. 8 is a schematic diagram of an interface where an off-screen on-hook icon is triggered according to an embodiment of the present application.
  • FIG. 9 is a schematic diagram of an interface of a message popup provided by an embodiment of the present application.
  • FIG. 10 is a schematic diagram of an interface of a status bar according to an embodiment of the present application.
  • FIG. 11 is a schematic diagram of an interface where a navigation lock switch is triggered according to an embodiment of the present application
  • FIG. 12 is a block diagram of an icon display device according to an embodiment of the present application.
  • FIG. 1 and FIG. 2 are structural block diagrams of a terminal 100 according to an exemplary embodiment of the present application.
  • the terminal 100 may be a mobile phone, a tablet computer, a notebook computer, an e-book, or the like.
  • the terminal 100 in the present application may include one or more of the following components: a processor 110, a memory 120, and a touch display screen 130.
  • the processor 110 may include one or more processing cores.
  • the processor 110 uses various interfaces and lines to connect various parts in the entire terminal 100, and executes the terminal by running or executing instructions, programs, code sets or instruction sets stored in the memory 120, and calling data stored in the memory 120. 100 various functions and processing data.
  • the processor 110 may use at least one of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA).
  • DSP Digital Signal Processing
  • FPGA Field-Programmable Gate Array
  • PDA Programmable Logic Array
  • the processor 110 may integrate one or a combination of a central processing unit (Central Processing Unit, CPU), an image processor (Graphics Processing Unit, GPU), and a modem.
  • CPU Central Processing Unit
  • GPU Graphics Processing Unit
  • modem modem
  • the CPU mainly handles the operating system, user interface, and application programs; the GPU is responsible for rendering and rendering of the content required to be touched by the display screen 130; and the modem is used for processing wireless communication. It can be understood that the modem may not be integrated into the processor 110, and may be implemented by a single chip.
  • the memory 120 may include Random Access Memory (RAM), and may also include Read-Only Memory.
  • the memory 120 includes a non-transitory computer-readable storage medium.
  • the memory 120 may be used to store instructions, programs, codes, code sets, or instruction sets.
  • the memory 120 may include a storage program area and a storage data area, where the storage program area may store instructions for implementing an operating system, instructions for at least one function (such as a touch function, a sound playback function, an image playback function, etc.), Instructions for implementing the following method embodiments, etc .; the storage data area may store data (such as audio data, phone book) and the like created according to the use of the terminal 100.
  • the memory 120 stores a Linux kernel layer 220, a system runtime layer 240, an application framework layer 260, and an application layer 280.
  • the Linux kernel layer 220 provides low-level drivers for various hardware of the terminal 100, such as a display driver, an audio driver, a camera driver, a Bluetooth driver, a Wi-Fi driver, and power management.
  • the system runtime layer 240 provides main feature support for the Android system through some C / C ++ libraries. For example, the SQLite library provides database support, the OpenGL / ES library provides 3D graphics support, and the Webkit library provides browser kernel support.
  • An Android runtime library 242 (Android Runtime) is also provided in the system runtime layer 240, which mainly provides some core libraries, which can allow developers to write Android applications using the Java language.
  • the application framework layer 260 provides various APIs that may be used when building applications. Developers can also use these APIs to build their own applications, such as activity management, window management, view management, notification management, content providers, Package management, call management, resource management, positioning management.
  • At least one application program is running in the application layer 280, and these application programs may be contact programs, SMS programs, clock programs, camera applications, etc. that are native to the operating system; or applications developed by third-party developers, such as instant Communication programs, photo beautification programs, etc.
  • the IOS system includes: a core operating system layer 320 (Core OS layer), a core service layer 340 (Core services layer), and a media layer 360 (Media layer), 380 (Cocoa Touch Layer).
  • the core operating system layer 320 includes an operating system kernel, drivers, and a low-level program framework. These low-level program frameworks provide functions closer to the hardware for use by the program framework located in the core service layer 340.
  • the core service layer 340 provides system services and / or program frameworks required by applications, such as a Foundation framework, an account framework, an advertising framework, a data storage framework, a network connection framework, a geographic location framework, a motion framework, and so on.
  • the media layer 360 provides audio-visual-related interfaces for applications, such as interfaces related to graphics and images, interfaces related to audio technology, interfaces related to video technology, and wireless playback (AirPlay) interfaces for audio and video transmission technologies.
  • the touchable layer 380 provides various commonly-used interface-related frameworks for application development. The touchable layer 380 is responsible for user touch interaction operations on the terminal 100. For example, a local notification service, a remote push service, an advertising framework, a game tool framework, a message user interface interface (UI) framework, a user interface UIKit framework, a map framework, and so on.
  • UI message user interface interface
  • frameworks related to most applications include, but are not limited to, a basic framework in a core service layer 340 and a UIKit framework in a touchable layer 380.
  • the basic framework provides many basic object classes and data types, and provides the most basic system services for all applications, regardless of the UI.
  • the classes provided by the UIKit framework are basic UI class libraries for creating touch-based user interfaces.
  • IOS applications can provide UIs based on the UIKit framework, so it provides the application's infrastructure for building user interfaces and drawing. , Handling and user interaction events, responding to gestures, and more.
  • the touch display screen 130 is used for receiving a user's touch operation on or near any suitable object using a finger, a touch pen, or the like, and displaying a user interface of each application program.
  • the touch display screen 130 is generally disposed on a front panel of the terminal 130.
  • the touch display screen 130 may be designed as a full screen, a curved screen or a special-shaped screen.
  • the touch display screen 130 can also be designed as a combination of a full screen and a curved screen, and a combination of a special-shaped screen and a curved screen, which is not limited in this embodiment. among them:
  • the full screen may refer to a screen design in which the touch screen display 130 occupies the front panel of the terminal 100 with a screen ratio exceeding a threshold (such as 80% or 90% or 95%).
  • One calculation method of the screen ratio is: (the area of the touch display screen 130 / the area of the front panel of the terminal 100) * 100%; another calculation method of the screen ratio is: (the actual display area in the touch display screen 130) Area / the area of the front panel of the terminal 100) * 100%; another way to calculate the screen ratio is: (the diagonal of the touch screen 130 / the diagonal of the front panel of the terminal 100) * 100% .
  • a threshold such as 80% or 90% or 95%).
  • One calculation method of the screen ratio is: (the area of the touch display screen 130 / the area of the front panel of the terminal 100) * 100%; another calculation method of the screen ratio is: (the actual display area in the touch display screen 130) Area / the area of the front panel of the terminal 100) * 100%; another way to calculate the screen ratio is: (the
  • the full screen may also be a screen design in which at least one front panel component is integrated inside or below the touch display screen 130.
  • the at least one front panel component includes a camera, a fingerprint sensor, a proximity light sensor, a distance sensor, and the like.
  • other components on the front panel of the conventional terminal are integrated in all or part of the touch display screen 130. For example, after the photosensitive element in the camera is divided into multiple photosensitive pixels, each photosensitive The pixels are integrated in a black area in each display pixel in the touch display screen 130. Since at least one front panel component is integrated inside the touch display screen 130, the full screen has a higher screen ratio.
  • the front panel components on the front panel of the traditional terminal can also be set on the side or back of the terminal 100.
  • an ultrasonic fingerprint sensor is set under the touch display screen 130, and a bone conduction type
  • the handset is disposed inside the terminal 130, and the camera is disposed on the side of the terminal and is pluggable.
  • a single side of the middle frame of the terminal 100 or two sides (such as left and right sides), or four sides (such as (Upper, lower, left, and right sides) are provided with edge touch sensors 120, which are used to detect the user's touch operations, click operations, press operations, and slide operations on the middle frame. At least one operation.
  • the edge touch sensor 120 may be any one of a touch sensor, a thermal sensor, and a pressure sensor. The user can apply an operation on the edge touch sensor 120 to control an application program in the terminal 100.
  • the curved screen refers to a screen design in which the cross-section of the touch display screen 130 has a curved shape and the projection is a plane in a direction parallel to the cross-section.
  • the curved shape may be U-shaped.
  • the curved screen refers to a screen design manner in which at least one side is a curved shape.
  • the curved screen refers to that at least one side of the touch display screen 130 extends to cover the middle frame of the terminal 100. Since the side of the touch display screen 130 extends to the middle frame of the terminal 100, the middle frame without the display function and the touch function is also covered as a displayable area and / or an operable area, so that the curved screen has a more High screen ratio.
  • the curved screen refers to a screen design in which the left and right sides 42 are curved; or the curved screen refers to a screen design in which the upper and lower sides are curved; or, Curved screen refers to a screen design with four curved sides on the top, bottom, left, and right.
  • the curved screen is made of a touch screen material with a certain flexibility.
  • the special-shaped screen is a touch display screen with an irregular appearance.
  • the irregular shape is not a rectangle or a rounded rectangle.
  • the special-shaped screen refers to a screen design provided with protrusions, notches, and / or holes on the rectangular or rounded rectangular touch display screen 130.
  • the protrusion, the notch and / or the hole can be located at the edge of the touch display screen 130, the center of the screen, or both.
  • the protrusion, notch and / or hole When the protrusion, notch and / or hole is set on one edge, it can be set at the middle position or both ends of the edge; when the protrusion, notch and / or hole is set on the center of the screen, it can be set above the screen One or more of the region, the upper left region, the left region, the lower left region, the lower region, the lower right region, the right region, and the upper right region.
  • the protrusions, notches, and digging holes can be distributed in a centralized or distributed manner; they can be distributed symmetrically or asymmetrically.
  • the number of the protrusions, notches and / or holes is not limited.
  • the special-shaped screen covers the upper and / or lower forehead area of the touch display screen as a displayable area and / or an operable area, so that the touch-screen display takes up more space on the front panel of the terminal. Larger screen ratio.
  • the notches and / or holes are used to receive at least one front panel component, which includes a camera, a fingerprint sensor, a proximity light sensor, a distance sensor, a handset, an ambient light sensor, and a physical button. At least one.
  • the notch may be provided on one or more edges, and the notch may be a semicircular notch, a right-angled rectangular notch, a rounded rectangular notch, or an irregularly shaped notch.
  • the special-shaped screen may be a screen design provided with a semi-circular notch 43 at the center of the upper edge of the touch display screen 130, and the space vacated by the semi-circular notch 43 is used.
  • the special-shaped screen may be on the lower edge of the touch display screen 130
  • the screen design of the semi-circular notch 44 is set at the center position, and the space vacated by the semi-circular notch 44 is used to accommodate at least one component of a physical button, a fingerprint sensor, and a microphone; as shown schematically in FIG. 3E
  • the special-shaped screen may be a screen design provided with a semi-elliptical notch 45 at the center of the lower edge of the touch display screen 130, and a semi-elliptical notch is formed on the front panel of the terminal 100.
  • the notch encloses an elliptical area, which is used to accommodate physical keys or fingerprint recognition modules.
  • the special-shaped screen can be touched.
  • the upper half of the display screen 130 is provided with a screen design of at least one small hole 46.
  • the space vacated by the small hole 46 is used to accommodate at least one of the front panel of the camera, distance sensor, handset, and ambient light sensor. component.
  • the structure of the terminal 100 shown in the above drawings does not constitute a limitation on the terminal 100.
  • the terminal may include more or fewer components than shown in the figure, or combine some Components, or different component arrangements.
  • the terminal member 100 further includes a radio frequency circuit, an input unit, a sensor, an audio circuit, wireless fidelity (Wireless Fidelity, WiFi) module, a power supply, a Bluetooth module, etc., which are not repeated herein.
  • a preset icon is displayed in a menu called out by the terminal according to a call-out instruction, and the icon display mode is not flexible enough.
  • embodiments of the present application provide an icon display method, device, terminal, and storage medium.
  • a switch icon, a shortcut function icon, and a target application icon corresponding to a game application running in the foreground are obtained and displayed in a sidebar; compared with The related technology fixedly displays several preset function icons in the menu.
  • the solution provided in the embodiment of the present application realizes displaying icons corresponding to game applications in a game scene, making the icon display more flexible and better satisfying the operation. demand.
  • the execution subject of each step may be a terminal.
  • the terminal may be an electronic device installed with a game application program, such as an electronic device such as a mobile phone, a tablet computer, a multimedia player, and a PC (Personal Computer).
  • a game application program such as an electronic device such as a mobile phone, a tablet computer, a multimedia player, and a PC (Personal Computer).
  • FIG. 4 illustrates a flowchart of an icon display method according to an embodiment of the present application.
  • the method may include the following steps:
  • Step 401 Display the user interface of the game application.
  • the terminal runs a game application in the foreground. While the terminal is running the game application in the foreground, the user interface of the game application is displayed, and the user interface is also the program interface of the game application.
  • the terminal may display the user interface of the first application in a full screen on the display screen, or may display the user interface of the game application in a partial display area of the display screen, which is not limited in the embodiment of the present application.
  • Step 402 Receive an outgoing call instruction.
  • the callout command is triggered by the user and is used to request the callout sidebar.
  • the following describes several possible implementations of the terminal receiving an outgoing call instruction.
  • step 402 may be specifically implemented as follows: when a first trigger signal corresponding to a buoy displayed on a display screen is received, an outgoing call instruction is received according to the first trigger signal.
  • the buoy can always be displayed on the upper layer of the user interface, or can be displayed on the upper layer of the user interface when the application is started and run, and can also be displayed on the upper layer of the user interface according to the operation signal triggered by the user.
  • the shape of the buoy may be a circle, an oval, a rectangle, or the like, and the shape of the buoy is not limited in the embodiment of the present application.
  • the area of the buoy can be set by the terminal by default, or can be set by the user, which is not limited in the embodiment of the present application.
  • the buoy in order to minimize the occlusion of the user interface, the buoy can be set to a transparency greater than 0.
  • the display position of the buoy can be set by the terminal by default, or can be set by the user, which is not limited in the embodiment of the present application.
  • the display position of the buoy can be changed.
  • the terminal receives the third trigger signal acting on the buoy, the display position of the buoy is changed.
  • the third trigger signal acting on the buoy may be a click signal, a double-click signal, a long-press signal, a slide signal, or a drag signal, which is not limited in the embodiment of the present application.
  • only the third trigger signal acting on the buoy is a drag signal for illustration.
  • the terminal uses the end position of the drag signal as the display position of the changed buoy.
  • the buoy can be hidden in the display.
  • the terminal receives a fourth trigger signal corresponding to the buoy, the terminal hides and displays the buoy according to the fourth trigger signal.
  • the fourth trigger signal may be any one of a click signal, a double-click signal, a long-press signal, and a slide signal.
  • the fourth trigger signal is different from the first and second trigger signals.
  • the terminal receives a sliding signal corresponding to a buoy, and the sliding signal is a sliding signal whose sliding direction is the display position of the buoy to the edge area of the display screen.
  • the first trigger signal acting on the buoy may be a click signal, a double-click signal, a long-press signal, a slide signal, or a drag signal, which is not limited in the embodiment of the present application.
  • only the first trigger signal acting on the buoy is a click signal as an example for description.
  • step 402 may be implemented as follows: when a second trigger signal corresponding to a side region in the display screen is received, an outgoing call instruction is received according to the second trigger signal.
  • the side area can be any side area in the display screen, which can be set by the terminal by default or can be set by the user.
  • the second trigger signal may be any one of a click signal, a double-click signal, a long-press signal, and a slide signal. In the embodiment of the present application, only the second trigger signal is a sliding signal for example.
  • a first trigger signal corresponding to a buoy displayed in the display screen is received, an outgoing call instruction is received according to the first trigger signal.
  • FIG. 5 a schematic diagram of an interface for receiving an outgoing call instruction according to an embodiment of the present application is shown.
  • the terminal When the terminal is in a vertical screen display state, when the terminal receives a sliding signal corresponding to the buoy 51, the side bar 52 is displayed.
  • FIG. 6 a schematic diagram of an interface for receiving an outgoing call instruction according to an embodiment of the present application is shown.
  • the terminal When the terminal is in a horizontal screen display state, when the terminal receives a sliding signal corresponding to the side area, the side bar 52 is displayed.
  • a punched area is formed in the display screen of the terminal, and the punched area is integrated with one or more of the following: a pressure sensing component, a distance sensing component, and a light sensing component; then the terminal A fifth trigger signal acting on the punched area may also be received, and an outgoing call instruction may be received according to the fifth trigger signal.
  • Step 403 Display a sidebar according to the outgoing call instruction.
  • the sidebar is used to display icons.
  • the sidebar includes three areas: a switch area, a shortcut function area, and a shortcut application area. Different areas are used to display different types of icons.
  • the area of the sidebar is usually smaller than the area of the terminal display. Also.
  • the shape of the sidebar may be rectangular, fan-shaped, circular, etc., which is not limited in the embodiment of the present application.
  • the display position of the sidebar can be actually determined according to the position where the outgoing call instruction is received.
  • the terminal when the terminal receives the outgoing call instruction according to the first trigger signal acting on the buoy, the terminal displays a sidebar on the peripheral side of the buoy.
  • the switch area is used to display a switch icon corresponding to a game application.
  • a switch icon corresponding to the game application program is used to trigger a function switch corresponding to the switch icon to switch between an on state and an off state.
  • the switch icon corresponding to the game application is a switch icon that is triggered at a frequency that meets the first preset condition during the running of the game application.
  • the trigger frequency refers to the frequency and / or number of times the switch icon is triggered.
  • the first preset condition may be that the trigger frequency is greater than a preset number, or that the trigger frequency is ranked in the top n bits. The preset number of times can be set according to actual needs, and n can be actually determined according to the display position of the switch area.
  • the switch icon corresponding to the game application includes a combination of one or more of the following: a navigation lock switch, an incoming call rejection switch, and a 3D sound effect switch.
  • the navigation lock switch is used to trigger the navigation lock function to switch between the on state and the off state.
  • the navigation key is locked at this time, that is, the navigation key cannot respond to the user's touch operation; when the navigation lock switch is off, the navigation key is unlocked, that is, the navigation key can respond The user's touch operation.
  • the call rejection switch is used to trigger the call rejection function to switch between the open state and the closed state. When the call rejection switch is on, if other devices initiate a call request to the terminal, the terminal actively rejects the call request; when the call rejection switch is on, at this time, if other devices initiate a call request to the terminal, then The terminal displays the call request interface.
  • the 3D sound effect switch is used to trigger the 3D sound effect function to switch between the on state and the off state.
  • the terminal turns on the 3D sound effect; when the 3D sound effect switch is on, the terminal turns off the 3D sound effect.
  • the area of the switch area can be actually set according to the area of the sidebar, which is not limited in the embodiment of the present application. Due to the limited area of the switch area, the number of switch icons that can be accommodated in the switch area is limited. When the number of switch icons to be displayed is greater than the number of switch icons that can be accommodated in the switch area, the terminal displays part of the switch icons in the switch area and cancels the display of the above part of the switch icons when receiving an operation signal acting on the switch area. In addition to some of the above-mentioned switch icons, other icons to be displayed are displayed.
  • the operation signal is a sliding signal acting on the switch area.
  • each switch icon displayed in the switch area is not limited in the embodiment of the present application, and may be set by a terminal by default or by a user.
  • the terminal receives a long-press signal acting on any switch icon, and the switch area enters an editing state at this time, and the user can drag each switch icon, To change the position of the switch icon in the switch area.
  • the shortcut function area is used to display shortcut function icons corresponding to game applications.
  • the shortcut function icon corresponding to the game application program is used to trigger the terminal to execute the shortcut function corresponding to the shortcut function icon.
  • the shortcut function icon corresponding to the game application is a switch icon that is frequently used during the running of the game application and meets the second preset condition.
  • the frequency of use refers to the frequency and / or number of times the shortcut function corresponding to the shortcut function icon is executed.
  • the second preset condition may be that the use frequency is greater than the preset number, or the use frequency is ranked in the top m. The preset number of times can be set according to actual needs, and m can be actually determined according to the display position of the switch area.
  • the function icon corresponding to the game application includes a combination of one or more of the following: a screenshot icon, a screen recording icon, a mute icon, a background cleaning icon, and a screen off-hook icon.
  • the screenshot icon is used to trigger the capture of the entire display area or part of the display area.
  • the screen recording icon is used to trigger recording on the entire display area or a part of the display area.
  • the mute icon is used to trigger sound effects that turn game applications on or off.
  • the background cleanup icon is used to trigger the shutdown of applications running in the background to improve the performance of game applications.
  • the off-hook icon is used to trigger the off-hook function.
  • the off-screen on-hook function refers to the function of performing the on-hook operation when the terminal is in the bright screen state.
  • the area of the shortcut function area can be actually set according to the area of the sidebar, which is not limited in the embodiment of the present application. Due to the limited area of the shortcut function area, the number of shortcut function icons that can be accommodated in the shortcut function area is limited. When the number of shortcut function icons to be displayed is greater than the number of shortcut function icons that can be accommodated in the shortcut function area, the terminal displays some shortcut function icons in the shortcut function area, and cancels when receiving an operation signal acting on the shortcut function area Display the above-mentioned shortcut function icons, and display other icons to be displayed in addition to the above-mentioned shortcut function icons.
  • the operation signal is a sliding signal acting on a shortcut function area.
  • the embodiment of the present application does not limit the position of each shortcut function icon displayed in the shortcut function area, and it can be set by the terminal by default or by a user.
  • the terminal receives a long-press signal acting on any shortcut function icon, and the shortcut function area enters an editing state at this time, and the user can drag Each shortcut function icon to change the position of the shortcut function icon in the shortcut function area.
  • the target application icon is a preset application icon, or an application icon corresponding to a game application.
  • the above preset application icons can be set by the user or by the terminal by default, which is not limited in the embodiment of the present application.
  • the third preset condition may be that the frequency and / number of times running simultaneously with the game application is greater than a preset value, or the frequency and / number of times running simultaneously with the game application is ranked in the top p.
  • the preset value can be set according to actual needs, and p can be actually determined according to the display position of the switch area.
  • the area of the quick application area can be actually set according to the area of the sidebar, which is not limited in the embodiment of the present application. Due to the area limitation of the quick application area, the number of quick application icons that can be accommodated in the quick application area is limited.
  • the terminal displays part of the shortcut application icons in the shortcut application area, and cancels when receiving an operation signal acting on the shortcut application area.
  • the operation signal is a sliding signal acting on a shortcut application area.
  • the embodiment of the present application does not limit the position of each shortcut application icon displayed in the shortcut application area, and it may be set by the terminal by default or by a user.
  • the terminal receives a long-press signal acting on any shortcut application icon, and the shortcut application area enters an editing state at this time, and the user can drag Each shortcut application icon to change the position of the shortcut application icon in the shortcut application area.
  • the sidebar 52 includes a switch area 71, a shortcut function area 72, and a shortcut application area 73.
  • the terminal displays the switch area 71.
  • the 3D sound effect switch and the call rejection switch display an off-screen on-hook icon in the shortcut function area 72 and a voice chat application icon in the shortcut application area 73.
  • the technical solution provided in the embodiment of the present application obtains and displays in a sidebar a switch icon, a shortcut function icon, and a target application icon corresponding to a game application running in the foreground when a call instruction is received;
  • the solution provided in the embodiment of the present application implements displaying icons corresponding to game applications in a game scenario, making the icon display more flexible and better. To meet operational needs.
  • the terminal After the terminal displays the shortcut function icon corresponding to the game application in the sidebar, the user can conveniently trigger the terminal to execute the shortcut function corresponding to the shortcut function icon to improve human-machine efficiency.
  • the following will take the off-hook icon as an example to explain.
  • the icon display method further includes the following steps:
  • Step 501 Receive an operation signal acting on the off-hook icon.
  • the operation signal may be any one of a click signal, a double-click signal, a long-press signal, a drag signal, and a slide signal.
  • the operation signal is only used as an example for description.
  • Step 502 According to the operation signal, execute a screen off-hook function corresponding to the screen off-hook icon.
  • the off-screen on-hook function refers to the function of performing the on-hook operation when the terminal is in the bright screen state.
  • On-hook operation refers to the terminal or a process or application in the terminal simulating the user's operation in the game application. This process does not require user participation.
  • the terminal is always in the bright screen state and performs the hang-up operation to avoid the situation that the game application program quits unexpectedly after the terminal switches to the off-screen state.
  • the icon display method further includes the following steps: receiving a touch signal; and not responding to the touch signal when the touch signal is not the target touch signal.
  • the target touch signal is used to trigger the stop of the screen off-hook function. That is, during the execution of the off-screen hang-up function, the terminal is still in the locked state. At this time, the terminal only responds to the touch signal for unlocking the state, and does not respond to other touch operations. A situation where a function was canceled occurred.
  • the terminal reduces the transparency and / or brightness of the user interface of the game application. The terminal always displays the user interface of the game application after executing the off-screen hanging function, but the user is less likely to operate the user interface. At this time, the terminal reduces the brightness and / or transparency of the user interface of the game application to save Terminal power consumption.
  • the off-hook icon may be triggered, and the terminal executes the off-hook function according to the operation signal corresponding to the off-hook icon.
  • the terminal displays a first prompt message, and the first prompt information is used to indicate that the off-screen hanging function is enabled.
  • the first prompt information is also used to prompt how to quickly turn off the screen off-hook function.
  • FIG. 8 illustrates a schematic diagram of an interface for displaying prompt information provided by an embodiment of the present application.
  • the shortcut function area 72 in the sidebar 52 includes an off-screen on-hook icon 81.
  • the terminal displays a prompt message 82 "The off-screen on-hook function has been activated, and sliding anywhere can release this function.”
  • the terminal When the terminal executes the off-screen hanging function, the terminal always displays the user interface of the game application program. In this process, the terminal may receive messages from other application programs.
  • the icon display method further includes the following steps:
  • step 503 when a predetermined type of message is received, a message popup window of the message is displayed on the upper layer of the user interface.
  • the predetermined type of message includes any one of the following: notification message, incoming call message, short message message, voice call message, video call message.
  • the message popup window is used to display related information of the above-mentioned predetermined type of message. Taking a predetermined type of message as a voice call message as an example, the first banner notification bar displays a nickname, an avatar, a receive button, and the like of the requester.
  • FIG. 9 shows a schematic interface diagram of a message popup provided by an embodiment of the present application.
  • a floating window is displayed on the upper layer of the user interface, and the floating window is used to display the message interface of the message.
  • the message popup of the message is displayed, which can process the received predetermined type of message in parallel without affecting the user's use of the game application, which improves the terminal's Use efficiency.
  • the terminal if it receives the first operation signal corresponding to the message popup, it jumps to a message interface displaying the message.
  • the first operation signal may be any one of a click signal, a double-click signal, a long-press signal, a slide signal, and a drag signal. In the embodiment of the present application, only the first operation signal is a click signal as an example for description.
  • the terminal receives the second operation signal corresponding to the message popup, the display of the first banner notification bar is cancelled.
  • the second operation signal is a sliding signal that slides from the central area of the message popup window to the outside of the notification banner of the first banner.
  • the terminal executes the off-screen hanging function
  • the terminal always displays the user interface of the game application.
  • the user may adjust the volume and brightness of the game application.
  • the icon display method further includes the following steps:
  • Step 504 When a predetermined operation signal is received, a status bar corresponding to the predetermined operation signal is displayed on the upper layer of the user interface.
  • the predetermined operation signal includes any one of the following: an operation signal for adjusting brightness, and an operation signal for adjusting volume.
  • a brightness status bar is displayed on the upper layer of the user interface, and the brightness status bar includes a brightness progress bar corresponding to the current user interface.
  • a volume status bar is displayed on the upper layer of the user interface, and the volume status bar includes a volume progress bar.
  • FIG. 10 illustrates a schematic diagram of an interface of a status bar according to an embodiment of the present application.
  • the terminal receives an operation signal for adjusting the volume, and the terminal displays a volume status bar 1001 on the upper layer of the user interface, and the volume status bar 1001 includes a volume progress article.
  • the technical solution provided in the embodiment of the present application can prevent the user from causing a game when the user does not operate the user interface for a long time by triggering the off-screen hang-up function displayed on the sidebar. An application quits unexpectedly.
  • the terminal displays the switch icon corresponding to the game application in the sidebar
  • the user can conveniently trigger the function switch corresponding to the switch icon to switch between the on state and the off state to improve human-machine efficiency.
  • the following uses the navigation lock switch as an example.
  • the icon display method further includes the following steps:
  • Step 601 Receive a switching instruction for switching the navigation lock switch from an off state to an on state.
  • the switching instruction is triggered by a user and is used to switch the navigation lock switch from an off state to an on state.
  • the switching instruction may be a click signal, a double-click signal, a long-press signal, a slide signal, and a drag signal acting on the navigation lock switch. Any one of the examples is described in the embodiment of the present application by using only a switching instruction as a click signal acting on the navigation lock switch as an example.
  • Step 602 Set the navigation key to a locked state according to the switching instruction.
  • the navigation key refers to the function keys set below the display screen. It usually includes the menu key, the return key, and the home key.
  • the menu key is used to trigger the outgoing function menu.
  • the return key is used to trigger the return to the previous interface.
  • the home key is used to trigger. Return to the desktop interface.
  • Navigation keys set to locked do not respond to touch operations. Exemplarily, when the user touches a menu key, the terminal receives a touch operation signal acting on the menu key, but the terminal does not display a function menu.
  • the terminal When the terminal sets the navigation key to the locked state, the terminal displays a second prompt message, which is used to indicate that the navigation key is locked.
  • the second prompt information is also used to prompt how to quickly unlock the navigation key.
  • FIG. 11 a schematic diagram of an interface of the second prompt information provided by an embodiment of the present application is shown.
  • the terminal displays a navigation lock switch 1101 in the switch area 71 in the sidebar 52.
  • the terminal displays a second prompt message 1102 "Navigation key is locked, and the fast connection point is restored twice".
  • the technical solution provided by the embodiment of the present application is to switch the navigation lock switch to the on state according to the switching instruction when the game application is running, so that the navigation key enters the locked state, which avoids the user's accidental touch of the navigation key. What happens when you exit the game application.
  • FIG. 12 illustrates a block diagram of an icon display device according to an embodiment of the present application.
  • the device has a function for implementing the above method example, and the function may be implemented by hardware, or may be implemented by hardware executing corresponding software.
  • the device may include: an interface display module 1201, an instruction receiving module 1202, and an icon display module 1203.
  • the interface display module 1201 is configured to display a user interface of a game application.
  • the instruction receiving module 1202 is configured to receive an outgoing call instruction, where the outgoing call instruction is used to request an outgoing call sidebar.
  • An icon display module 1203 is configured to display the sidebar according to the call-out instruction.
  • the sidebar includes a switch area, a shortcut function area, and a shortcut application area.
  • the switch area is used to display the game application program.
  • the corresponding switch icon, the shortcut function area is used to display the shortcut function icon corresponding to the game application, and the shortcut application area is used to display a target application icon.
  • the technical solution provided in the embodiment of the present application obtains and displays in a sidebar a switch icon, a shortcut function icon, and a target application icon corresponding to a game application running in the foreground when a call instruction is received;
  • the solution provided in the embodiment of the present application implements displaying icons corresponding to game applications in a game scenario, making the icon display more flexible and better. To meet operational needs.
  • the shortcut function icon corresponding to the game application includes an off-screen on-hook icon, and the device further includes a signal receiving module and a function execution module (Not shown).
  • the signal receiving module is configured to receive an operation signal acting on the off-hook icon.
  • a function execution module configured to execute the off-screen hang-up function corresponding to the off-screen hang-up icon according to the operation signal; wherein the off-screen hang-up function refers to performing the on-hook operation when the terminal is in a bright screen state Features.
  • the device further includes: a popup display module (not shown in the figure).
  • a pop-up display module is configured to display a message pop-up window of the message on the upper layer of the user interface when a predetermined type of message is received, the predetermined type of message includes any one of the following: a notification message, an incoming call message, SMS messages, voice call messages, video call messages.
  • the device further includes: a status bar display module (not shown in the figure).
  • a status bar display module is configured to display a status bar corresponding to the predetermined operation signal on an upper layer of the user interface when a predetermined operation signal is received, the predetermined operation signal includes any one of the following: an operation for adjusting brightness Signal, operation signal for adjusting the volume.
  • the device further includes: a transparency adjustment module (not shown in the figure).
  • a transparency adjustment module configured to reduce the transparency and / or brightness of the user interface of the game application.
  • the signal receiving module is further configured to receive a touch signal
  • the function execution module is further configured to not respond to the touch signal when the touch signal is not the target touch signal, and the target touch signal is used to trigger the stop of the screen-off-hook function.
  • the switch icon corresponding to the game application includes a navigation lock icon
  • the device further includes a first receiving module and a status setting module (FIG. Not shown).
  • the first receiving module is configured to receive a switching instruction for switching the navigation lock switch from an off state to an on state.
  • a state setting module is configured to set a navigation key to a locked state according to the switching instruction, and the navigation key set to the locked state does not respond to a touch operation.
  • the instruction receiving module 1202 is configured to:
  • the outgoing call instruction is received according to the second trigger signal.
  • the instruction receiving module 1202 is configured to receive the outgoing call instruction according to the first trigger signal when the terminal is in a vertical screen display state; when the terminal is in a horizontal screen display state, The second trigger signal receives the outgoing call instruction.
  • a computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor of a terminal to implement the foregoing method embodiments. Steps.
  • a computer program product is also provided, and when the computer program product is executed, it is used to implement the functions of each step in the foregoing method embodiments.

Abstract

本申请实施例提供了一种图标显示方法、装置、终端及存储介质。该方法包括:显示游戏应用程序的用户界面;接收呼出指令,呼出指令用于请求呼出侧边栏;根据呼出指令,显示侧边栏,侧边栏包括开关区域、快捷功能区域和快捷应用区域。在本申请实施例中,通过在接收到呼出指令时,获取并在侧边栏中展示与前台运行的游戏应用程序对应的开关图标、快捷功能图标以及目标应用图标;相较于相关技术在菜单中固定显示若干个预先设定的功能图标,本申请实施例提供的方案实现了在游戏场景下,显示与游戏应用程序对应的图标,使得图标展示更加灵活,更好地满足操作需求。

Description

图标显示方法、装置、终端及存储介质
本申请要求于2018年08月22日提交的申请号为201810961446.9、发明名称为“图标显示方法、装置、终端及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及终端技术领域,特别涉及一种图标显示方法、装置、终端及存储介质。
背景技术
目前,用户在使用诸如手机、平板电脑之类的终端玩游戏时,能够呼出显示菜单,通过该菜单完成一些操作。
相关技术中,终端处于游戏场景时,用户对终端的屏幕侧边执行滑动操作,终端根据接收到的操作信号呼出显示菜单,并在该菜单中显示预先设定的若干个功能图标。例如,上述功能图标可以包括手电筒图标、蓝牙图标等。
发明内容
本申请实施例提供了一种图标显示方法、装置、终端及存储介质。所述技术方案如下:
一方面,本申请实施例提供了一种图标显示方法,所述方法包括:
显示游戏应用程序的用户界面;
接收呼出指令,所述呼出指令用于请求呼出侧边栏;
根据所述呼出指令显示所述侧边栏,所述侧边栏包括开关区域、快捷功能区域和快捷应用区域,所述开关区域用于显示与所述游戏应用程序对应的开关图标,所述快捷功能区域用于显示所述与所述游戏应用程序对应的快捷功能图标,所述快捷应用区域用于显示目标应用图标。
另一方面,本申请实施例提供了一种图标显示装置,所述装置包括:
界面显示模块,用于显示游戏应用程序的用户界面;
指令接收模块,用于接收呼出指令,所述呼出指令用于请求呼出侧边栏;
图标显示模块,用于根据所述呼出指令显示所述侧边栏,所述侧边栏包括开关区域、快捷功能区域和快捷应用区域,所述开关区域用于显示与所述游戏应用程序对应的开关图标,所述快捷功能区域用于显示所述与所述游戏应用程序对应的快捷功能图标,所述快捷应用区域用于显示目标应用图标。
又一方面,本申请实施例提供了一种终端,所述终端包括处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如上述方面所述的图标显示方法。
再一方面,本申请实施例提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有计算机程序,所述计算机程序由处理器加载并执行如上述方面所述的图标显示方法。
本申请实施例提供的技术方案可以带来如下有益效果:
通过在接收到呼出指令时,获取并在侧边栏中展示与前台运行的游戏应用程序对应的开关图标、快捷功能图标以及目标应用图标;相较于相关技术在菜单中固定显示若干个预先设定的功能图标,本申请实施例提供的方案实现了在游戏场景下,显示与游戏应用程序对应的图标,使得图标展示更加灵活,更好地满足操作需求。
附图说明
图1是本申请一个示例性实施例提供的终端的结构示意图;
图2是本申请另一个示例性实施例提供的终端的结构示意图;
图3A至图3F是本申请的示例性实施例提供的具有不同触摸显示屏的终端的外观示意图;
图4是本申请一个实施例提供的图标识别方法的流程图;
图5是本申请一个实施例提供的接收呼出指令的界面示意图;
图6是本申请另一个实施例提供的接收呼出指令的界面示意图;
图7是本申请一个实施例提供的显示目标图标集合的界面示意图;
图8是本申请一个实施例提供的熄屏挂机图标被触发的界面示意图;
图9是本申请一个实施例提供的消息弹窗的界面示意图;
图10是本申请一个实施例提供的状态栏的界面示意图;
图11是本申请一个实施例提供的导航锁定开关被触发的界面示意图;
图12是本申请一个实施例提供的图标显示装置的框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
参考图1和图2所示,其示出了本申请一个示例性实施例提供的终端100的结构方框图。该终端100可以是手机、平板电脑、笔记本电脑和电子书等。本申请中的终端100可以包括一个或多个如下部件:处理器110、存储器120和触摸显示屏130。
处理器110可以包括一个或者多个处理核心。处理器110利用各种接口和线路连接整个终端100内的各个部分,通过运行或执行存储在存储器120内的指令、程序、代码集或指令集,以及调用存储在存储器120内的数据,执行终端100的各种功能和处理数据。可选地,处理器110可以采用数字信号处理(Digital Signal Processing,DSP)、现场可编程门阵列(Field-Programmable Gate Array,FPGA)、可编程逻辑阵列(Programmable Logic Array,PLA)中的至少一种硬件形式来实现。处理器110可集成中央处理器(Central Processing Unit,CPU)、图像处理器(Graphics Processing Unit,GPU)和调制解调器等中的一种或几种的组合。其中,CPU主要处理操作系统、用户界面和应用程序等;GPU用于负责触摸显示屏130所需要显示的内容的渲染和绘制;调制解调器用于处理无线通信。可以理解的是,上述调制解调器也可以不集成到处理器110中,单独通过一块芯片进行实现。
存储器120可以包括随机存储器(Random Access Memory,RAM),也可以包括只读存储器(Read-Only Memory)。可选地,该存储器120包括非瞬时性计算机可读介质(non-transitory computer-readable storage medium)。存储器120可用于存储指令、程序、代码、代码集或指令集。存储器120可包括存储程序区和存储数据区,其中,存储程序区可存储用于实现操作系统的指令、用于至少一个功能的指令(比如触控功能、声音播放功能、图像播放功能等)、用于实现下述各个方法实施例的指令等;存储数据区可存储根据终端100的使用所创建的数据(比如音频数据、电话本)等。
以操作系统为安卓(Android)系统为例,存储器120中存储的程序和数据如图1所示,存储器120中存储有Linux内核层220、系统运行库层240、应用框架层260和应用层280。Linux内核层220为终端100的各种硬件提供了底层的驱动,如显示驱动、音频驱动、摄像头驱动、蓝牙驱动、Wi-Fi驱动、电源管理等。系统运行库层240通过一些C/C++库来为Android系统提供了主要的特性支持。如SQLite库提供了数据库的支持,OpenGL/ES库提供了3D绘图的支持,Webkit库提供了浏览器内核的支持等。在系统运行库层240中还提供有Android运行时库242(Android Runtime),它主要提供了一些核心库,能够允许开发者使用Java语言来编写Android应用。应用框架层260提供了构建应用程序时可能用到的各种API,开发者也可以通过使用这些API来构建自己的应用程序,比如活动管理、窗口管理、视图管理、通知管理、内容提供者、包管理、通话管理、资源管理、定位管理。应用层280中运行有至少一个应用程序,这些应用程序可以是操作系统自带的联系人程序、短信程序、时钟程序、相机应用等;也可以是第三方开发者所开发的应用程序,比如即时通信程序、相片美化程序等。
以操作系统为IOS系统为例,存储器120中存储的程序和数据如图2所示,IOS系统包括:核心操作系统层320(Core OS layer)、核心服务层340(Core Services layer)、媒体层360(Media layer)、可触摸层380(Cocoa Touch Layer)。核心操作系统层320包括了操作系统内核、驱动程序以及底层程序框架,这些底层程序框架提供更接近硬件的功能,以供位于核心服务层340的程序框架所使用。核心服务层340提供给应用程序所需要的系统服务和/或程序框架,比如基础(Foundation)框架、账户框架、广告框架、数据存储框架、网络连接框架、地理位置框架、运动框架等等。媒体层360为应用程序提供有关视听方面的接口,如图形图像相关的接口、音频技术相关的接口、视频技术相关的接口、音视频传输技术的无线播放(AirPlay)接口等。可触摸层380为应用程序开发提供了各种常用的界面相关的框架,可触摸层380负责用户在终端100上的触摸交互操作。比如本地通知服务、远程推送服务、广告框架、游戏工具框架、消息用户界面接口(User Interface,UI)框架、用户界面UIKit框架、地图框架等等。
在图2所示出的框架中,与大部分应用程序有关的框架包括但不限于:核心服务层340中的基础框架和可触摸层380中的UIKit框架。基础框架提供许多基本的对象类和数据类型,为所有应用程序提供最基本的系统服务,和UI无关。而UIKit框架提供的类是基础的UI类库,用于创建基于触摸的用户界面,iOS应用程序可以基于UIKit框架来提供UI,所以它提供了应用程序的基础架构,用于构建用户界面,绘图、处理和用户交互事件,响应手势等等。
触摸显示屏130用于接收用户使用手指、触摸笔等任何适合的物体在其上或附近的触摸操作,以及显示各个应用程序的用户界面。触摸显示屏130通常设置在终端130的前面板。触摸显示屏130可被设计成为全面屏、曲面屏或异形屏。触摸显示屏130还可被设计成为全面屏与曲面屏的结合,异形屏与曲面屏的结合,本实施例对此不加以限定。其中:
全面屏
全面屏可以是指触摸显示屏130占用终端100的前面板的屏占比超过阈值(比如80%或90%或95%)的屏幕设计。屏占比的一种计算方式为:(触摸显示屏130的面积/终端100的前面板的面积)*100%;屏占比的另一种计算方式为:(触摸显示屏130中实际显示区域的面积/终端100的前面板的面积)*100%;屏占比的再一种计算方式为:(触摸显示屏130的对角线/在终端100的前面板的对角线)*100%。示意性的如图3A所示的例子中,终端100的前面板上近乎所有区域均为触摸显示屏130,在终端100的前面板40上,除中框41所产生的边缘之外的其它区域,全部为触摸显示屏130。该触摸显示屏130的四个角可以是直角或者圆角。
全面屏还可以是将至少一种前面板部件集成在触摸显示屏130内部或下层的屏幕设计。可选地,该至少一种前面板部件包括:摄像头、指纹传感器、接近光传感器、距离传感器等。在一些实施例中,将传统终端的前面板上的其他部件集成在触摸显示屏130的全部区域或部分区域中,比如将摄像头中的感光元件拆分为多个感光像素后,将每个感光像素集成在触摸显示屏130中每个显示像素中的黑色区域中。由于将至少一种前面板部件集成在了触摸显示屏130的内部,所以全面屏具有更高的屏占比。
当然在另外一些实施例中,也可以将传统终端的前面板上的前面板部件设置在终端100的侧边或背面,比如将超声波指纹传感器设置在触摸显示屏130的下方、将骨传导式的听筒设置在终端130的内部、将摄像头设置成位于终端的侧边且可插拔的结构。
在一些可选的实施例中,当终端100采用全面屏时,终端100的中框的单个侧边,或两个侧边(比如左、右两个侧边),或四个侧边(比如上、下、左、右四个侧边)上设置有边缘触控传感器120,该边缘触控传感器120用于检测用户在中框上的触摸操作、点击操作、按压操作和滑动操作等中的至少一种操作。该边缘触控传感器120可以是触摸传感器、热力传感器、压力传感器等中的任意一种。用户可以在边缘触控传感器120上施加操作,对终端100中的应用程序进行控制。
曲面屏
曲面屏是指触摸显示屏130的截面呈弯曲形状且沿平行于截面的方向上的投影为平面的屏幕设计,该弯曲形状可以是U型。可选地,曲面屏是指至少一个侧边是弯曲形状的屏幕设计方式。可选地,曲面屏是指触摸显示屏130的至少一个侧边延伸覆盖至终端100的中框上。由于触摸显示屏130的侧边延伸覆盖至终端100的中框,也即将原本不具有显示功能和触控功能的中框覆盖为可显示区域和/或可操作区域,从而使得曲面屏具有了更高的屏占比。可选地,如图3B所示的例子中,曲面屏是指左右两个侧边42是弯曲形状的屏幕设计;或者,曲面屏是指上下两个侧边是弯曲形状的屏幕设计;或者,曲面屏是指上、下、左、右四个侧边均为弯曲形状的屏幕设计。在可选的实施例中,曲面屏采用具有一定柔性的触摸屏材料制备。
异形屏
异形屏是外观形状为不规则形状的触摸显示屏,不规则形状不是矩形或圆角矩形。可选地,异形屏是指在矩形或圆角矩形的触摸显示屏130上设置有凸起、缺口和/或挖孔的屏幕设计。可选地,该凸起、缺口和/或挖孔可以位于触摸显示屏130的边缘、屏幕中央或两者均有。当凸起、缺口和/或挖孔设置在一条边缘时,可以设置在该边缘的中间位置或两端;当凸起、缺口和/或挖孔设置在屏幕中央时,可以设置在屏幕的上方区域、左上方区域、左侧区域、左下方区域、下方区域、右下方区域、右侧区域、右上方区域中的一个或多个区域中。当设置在多个区域中时,凸起、缺口和挖孔可以集中分布,也可以分散分布;可以对称分布,也可以不对称分布。可选地,该凸起、缺口和/或挖孔的数量也不限。
由于异形屏将触摸显示屏的上额区和/或下额区覆盖为可显示区域和/或可操作区域,使得触摸显示屏在终端的前面板上占据更多的空间,所以异形屏也具有更大的屏占比。在一些实施例中,缺口和/或挖孔中用于容纳至少一种前面板部件,该前面板部件包括摄像头、指纹传感器、接近光传感器、距离传感器、听筒、环境光亮度传感器、物理按键中的至少一种。
示例性的,该缺口可以设置在一个或多个边缘上,该缺口可以是半圆形缺口、直角矩形缺口、圆角矩形缺口或不规则形状缺口。示意性的如图3C所示的例子中,异形屏可以是在触摸显示屏130的上边缘的中央位置设置有半圆形缺口43的屏幕设计,该半圆形缺口43所空出的位置用于容纳摄像头、距离传感器(又称接近传感器)、听筒、环境光亮度传感器中的至少一种前面板部件;示意性的如图3D所示,异形屏可以是在触摸显示屏130的下边缘的中央位置设置有半圆形缺口44的屏幕设计,该半圆形缺口44所空出的位置用于容纳物理按键、指纹传感器、麦克风中的至少一种部件;示意性的如图3E所示的例子中,异 形屏可以是在触摸显示屏130的下边缘的中央位置设置有半椭圆形缺口45的屏幕设计,同时在终端100的前面板上还形成有一个半椭圆型缺口,两个半椭圆形缺口围合成一个椭圆形区域,该椭圆形区域用于容纳物理按键或者指纹识别模组;示意性的如图3F所示的例子中,异形屏可以是在触摸显示屏130中的上半部中设置有至少一个小孔46的屏幕设计,该小孔46所空出的位置用于容纳摄像头、距离传感器、听筒、环境光亮度传感器中的至少一种前面板部件。
除此之外,本领域技术人员可以理解,上述附图所示出的终端100的结构并不构成对终端100的限定,终端可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。比如,终端100中还包括射频电路、输入单元、传感器、音频电路、无线保真( Wireless Fidelity,WiFi)模块、电源、蓝牙模块等部件,在此不再赘述。
相关技术中,终端根据呼出指令所呼出的菜单中显示预先设定的图标,图标显示方式不够灵活。
基于此,本申请实施例提供了一种图标显示方法、装置、终端及存储介质。在本申请实施例提供的技术方案中,通过在接收到呼出指令时,获取并在侧边栏中展示与前台运行的游戏应用程序对应的开关图标、快捷功能图标以及目标应用图标;相较于相关技术在菜单中固定显示若干个预先设定的功能图标,本申请实施例提供的方案实现了在游戏场景下,显示与游戏应用程序对应的图标,使得图标展示更加灵活,更好地满足操作需求。
在本申请实施例中,各步骤的执行主体可以是终端。另外,上述终端可以是安装有游戏应用程序的电子设备,如手机、平板电脑、多媒体播放设备、PC(Personal Computer,个人计算机)等电子设备。
请参考图4,其示出了本申请一个实施例提供的图标显示方法的流程图。该方法可以包括如下步骤:
步骤401,显示游戏应用程序的用户界面。
在本申请实施例中,终端在前台运行游戏应用程序。终端在前台运行游戏应用程序的过程中,显示游戏应用程序的用户界面,该用户界面也即游戏应用程序的程序界面。终端可以在显示屏中全屏显示第一应用程序的用户界面,也可以在显示屏中的部分显示区域显示游戏应用程序的用户界面,本申请实施例对此不作限定。
步骤402,接收呼出指令。
呼出指令由用户触发,用于请求呼出侧边栏。下面对终端接收呼出指令的几种可能的实现方式进行讲解。
在一种可能的实现方式中,步骤402可以具体实现为:当接收到对应于显示屏中显示的浮标的第一触发信号时,根据第一触发信号接收呼出指令。
浮标可以始终显示在用户界面上层,也可以在应用程序启动运行时显示在用户界面上层,还可以根据用户所触发的操作信号显示在用户界面上层,本申请实施例对浮标的显示时机不作限定。
浮标的形状可以是圆形、椭圆形、矩形等,本申请实施例对浮标的形状不作限定。浮标的面积可以由终端默认设置,也可以由用户自定义设定,本申请实施例对此不作限定。另外,为了尽可能地减少对用户界面的遮挡,浮标可以设置透明度大于0。
浮标的显示位置可以由终端默认设置,也可以由用户自定义设置,本申请实施例对此不作限定。另外,浮标的显示位置可以改变。可选地,当终端接收到作用在浮标上的第三触发信号时,改变浮标的显示位置。作用在浮标上的第三触发信号可以是单击信号、双击信号、长按信号、滑动信号、拖动信号,本申请实施例对此不作限定。在本申请实施例中,仅以作用在浮标上的第三触发信号是拖动信号为例进行说明,终端将拖动信号的结束位置作为改变后的浮标的显示位置。
浮标可以在显示屏中隐藏显示。具体地,终端在接收到对应于浮标的第四触发信号时,根据该第四触发信号隐藏显示该浮标。第四触发信号可以是单击信号、双击信号、长按信号和滑动信号中的任意一种。第四触发信号与第一、第二触发信号均不同。例如,终端在接收到对应于浮标的滑动信号,该滑动信号是滑动方向为该浮标的显示位置到显示屏的边缘区域的滑动信号。
作用在浮标上的第一触发信号可以是单击信号、双击信号、长按信号、滑动信号、拖动信号,本申请实施例对此不作限定。在本申请实施例中仅以作用在浮标上的第一触发信号是点击信号为例进行说明。
在另一种可能的实现方式中,步骤402可以实现为:当接收到对应于显示屏中的侧边区域的第二触发信号时,根据第二触发信号接收呼出指令。
侧边区域可以是显示屏中的任意一个侧边区域,其可以由终端默认设置,也可以由用户自定义设置。第二触发信号可以是单击信号、双击信号、长按信号和滑动信号中的任意一种。在本申请实施例中,仅以第二触发信号为滑动信号为例进行说明。
可选地,当终端处于竖屏显示状态时,若接收到对应于显示屏中显示的浮标的第一触发信号时,根据 第一触发信号接收呼出指令。结合参考图5,其示出了本申请一个实施例提供的接收呼出指令的界面示意图。当终端处于竖屏显示状态时,终端接收到对应于浮标51的滑动信号时,显示侧边栏52。
可选地,当终端处于横屏显示状态时,若接收到对应于显示屏中的侧边区域的第二触发信号,根据第二触发信号接收呼出指令。结合参考图6,其示出了本申请一个实施例提供的接收呼出指令的界面示意图。当终端处于横屏显示状态时,终端接收到对应于侧边区域的滑动信号时,显示侧边栏52。
在其他可能的实现形式中,若终端的显示屏中形成有打孔区域,并且该打孔区域集成有以下一项或多项的组合:压力感应组件、距离感应组件、光线感应组件;则终端还可以接收作用在打孔区域上的第五触发信号,并根据该第五触发信号接收呼出指令。
步骤403,根据呼出指令,显示侧边栏。
侧边栏用于展示图标。在本申请实施例中,侧边栏包括开关区域、快捷功能区域和快捷应用区域等三个区域,不同区域用于显示不同类型的图标。
侧边栏的面积通常小于终端显示屏的面积。另外。侧边栏的形状可以是矩形、扇形、圆形等,本申请实施例对此不作限制。侧边栏的显示位置可以根据接收呼出指令的位置实际确定。可选地,当终端根据作用在浮标上的第一触发信号来接收呼出指令时,终端在浮标的周侧显示侧边栏。
开关区域用于显示与游戏应用程序对应的开关图标。与游戏应用程序对应的开关图标用于触发该开关图标对应的功能开关在打开状态与关闭状态之间进行切换。
可选地,与游戏应用程序对应的开关图标是该游戏应用程序的运行过程中触发频次符合第一预设条件的开关图标。触发频次是指该开关图标被触发的频率和/或次数。第一预设条件可以是触发频次大于预设次数,也可以是触发频次排在前n位。其中,预设次数可以根据实际需求设定,n可以根据开关区域的显示位置实际确定。
可选地,与游戏应用程序对应的开关图标包括以下一项或多项的组合:导航锁定开关、来电拒接开关、3D音效开关。
导航锁定开关用于触发导航锁定功能在打开状态与关闭状态之间进行切换。当导航锁定开关处于打开状态时,此时导航键处于锁定状态,也即导航键不能够响应用户的触摸操作;当导航锁定开关处于关闭状态时,导航键处于解锁状态,也即导航键能够响应用户的触摸操作。来电拒接开关用于触发来电拒接功能在打开状态与关闭状态之间进行切换。当来电拒接开关处于打开状态时,若其他设备向终端发起来电请求,则该终端主动拒绝该来电请求;当来电拒接开关处于打开状态时,此时若其他设备向终端发起来电请求,则终端显示来电请求界面。3D音效开关用于触发3D音效功能在打开状态与关闭状态之间进行切换。当3D音效开关处于打开状态时,终端开启3D音效;当3D音效开关处于打开状态时,终端关闭3D音效。
开关区域的面积可以根据侧边栏的面积实际设定,本申请实施例对此不作限定。由于开关区域的面积限制,开关区域所能容纳的开关图标的数量有限。当待显示的开关图标的数量大于开关区域所能容纳的开关图标的数量时,终端在开关区域显示部分开关图标,并在接收到作用在开关区域的操作信号时,取消显示上述部分开关图标,并显示除上述部分开关图标之外的其它待显示图标。可选地,上述操作信号是作用在开关区域的滑动信号。
另外,本申请实施例对开关区域所显示的各个开关图标的位置不作限定,其可以由终端默认设定,也可以由用户自定义设定。可选地,当用户自定义设定开关区域所显示的各个开关图标的位置时,终端接收作用在任一开关图标的长按信号,此时开关区域进入编辑状态,用户可以拖动各个开关图标,以改变开关图标在开关区域中的位置。
快捷功能区域用于显示与游戏应用程序对应的快捷功能图标。与游戏应用程序对应的快捷功能图标用于触发终端执行该快捷功能图标对应的快捷功能。
可选地,与游戏应用程序对应的快捷功能图标是该游戏应用程序的运行过程中使用频次符合第二预设条件的开关图标。使用频次是指该快捷功能图标对应的快捷功能被执行的频率和/或次数。第二预设条件可以是使用频次大于预设次数,也可以是使用频次排在前m位。其中,预设次数可以根据实际需求设定,m可以根据开关区域的显示位置实际确定。
可选地,与游戏应用程序对应的功能图标包括以下一项或多项的组合:截屏图标、录屏图标、静音图标、后台清理图标、熄屏挂机图标。
截屏图标用于触发对显示屏的全部显示区域或部分显示区域进行截取。录屏图标用于触发对显示屏的全部显示区域或部分显示区域进行录制。静音图标用于触发开启或关闭游戏应用程序的音效。后台清理图标用于触发关闭后台运行的应用程序,以提高游戏应用程序的运行效果。熄屏挂机图标用于触发执行熄屏挂机功能。熄屏挂机功能是指在终端处于亮屏状态时执行挂机操作的功能。
快捷功能区域的面积可以根据侧边栏的面积实际设定,本申请实施例对此不作限定。由于快捷功能区 域的面积限制,快捷功能区域所能容纳的快捷功能图标的数量有限。当待显示的快捷功能图标的数量大于快捷功能区域所能容纳的快捷功能图标的数量时,终端在快捷功能区域显示部分快捷功能图标,并在接收到作用在快捷功能区域的操作信号时,取消显示上述部分快捷功能图标,并显示除上述部分快捷功能图标之外的其它待显示图标。可选地,上述操作信号是作用在快捷功能区域的滑动信号。
另外,本申请实施例对快捷功能区域所显示的各个快捷功能图标的位置不作限定,其可以由终端默认设定,也可以由用户自定义设定。可选地,当用户自定义设定快捷功能区域所显示的各个快捷功能图标的位置时,终端接收作用在任一快捷功能图标的长按信号,此时快捷功能区域进入编辑状态,用户可以拖动各个快捷功能图标,以改变快捷功能图标在快捷功能区域中的位置。
目标应用图标为预设的应用图标,或者,与游戏应用程序对应的应用图标。上述预设的应用图标可以由用户设定,也可以由终端默认设定,本申请实施例对此不作限定。与游戏应用程序对应的应用图标与游戏应用程序同时运行的频率和/次数符合第三预设条件的应用程序的图标。第三预设条件可以是与游戏应用程序同时运行的频率和/次数大于预设数值,也可以是与游戏应用程序同时运行的频率和/次数排在前p位。其中,预设数值可以根据实际需求设定,p可以根据开关区域的显示位置实际确定。
快捷应用区域的面积可以根据侧边栏的面积实际设定,本申请实施例对此不作限定。由于快捷应用区域的面积限制,快捷应用区域所能容纳的快捷应用图标的数量有限。当待显示的快捷应用图标的数量大于快捷应用区域所能容纳的快捷应用图标的数量时,终端在快捷应用区域显示部分快捷应用图标,并在接收到作用在快捷应用区域的操作信号时,取消显示上述部分快捷应用图标,并显示除上述部分快捷应用图标之外的其它待显示图标。可选地,上述操作信号是作用在快捷应用区域的滑动信号。
另外,本申请实施例对快捷应用区域所显示的各个快捷应用图标的位置不作限定,其可以由终端默认设定,也可以由用户自定义设定。可选地,当用户自定义设定快捷应用区域所显示的各个快捷应用图标的位置时,终端接收作用在任一快捷应用图标的长按信号,此时快捷应用区域进入编辑状态,用户可以拖动各个快捷应用图标,以改变快捷应用图标在快捷应用区域中的位置。
结合参考图7,其示出了本申请一个实施例提供的显示侧边栏52的界面示意图,侧边栏52包括开关区域71、快捷功能区域72和快捷应用区域73,终端在开关区域71显示3D音效开关和来电拒接开关,在快捷功能区域72显示熄屏挂机图标,在快捷应用区域73显示语音聊天应用图标。
综上所述,本申请实施例提供的技术方案,通过在接收到呼出指令时,获取并在侧边栏中展示与前台运行的游戏应用程序对应的开关图标、快捷功能图标以及目标应用图标;相较于相关技术在菜单中固定显示若干个预先设定的功能图标,本申请实施例提供的方案实现了在游戏场景下,显示与游戏应用程序对应的图标,使得图标展示更加灵活,更好地满足操作需求。
终端在侧边栏中显示与游戏应用程序对应的快捷功能图标之后,用户可以便捷地触发终端执行该快捷功能图标对应的快捷功能,以提升人机效率。下面将以熄屏挂机图标为例进行讲解。
在基于图4所示实施例提供的一个可选实施例中,该图标显示方法还包括如下步骤:
步骤501,接收作用在所述熄屏挂机图标上的操作信号;
该操作信号可以是单击信号、双击信号、长按信号、拖动信号、滑动信号中的任意一种,在本申请实施例中,仅以该操作信号为单击信号为例进行说明。
步骤502,根据所述操作信号,执行所述熄屏挂机图标对应的熄屏挂机功能。
熄屏挂机功能是指在终端处于亮屏状态时执行挂机操作的功能。挂机操作是指由终端或者终端中的某个进程或应用程序模拟用户在游戏应用程序中的操作,该过程无需用户参与。在熄屏挂机功能的执行过程中,终端始终处于亮屏状态并执行挂机操作,以避免终端切换至熄屏状态后导致游戏应用程序意外退出的情况发生。
可选地,在步骤502之后,该图标显示方法还包括如下步骤:接收触摸信号;当触摸信号不为目标触摸信号时,不响应触摸信号。其中,目标触摸信号用于触发停止执行熄屏挂机功能。也即,在熄屏挂机功能的执行过程中,终端还处于锁定状态,此时终端仅响应用于解除锁定状态的触摸信号,而不响应其它触摸操作,可以避免由于误触导致的熄屏挂机功能被取消执行的情况发生。可选地,在熄屏挂机功能的执行过程中,终端降低游戏应用程序的用户界面的透明度和/或亮度。终端在执行熄屏挂机功能后,始终显示游戏应用程序的用户界面,但用户对该用户界面操作的可能性较低,此时终端降低游戏应用程序的用户界面的亮度和/或透明度,以节省终端功耗。
若用户期望执行熄屏挂机功能,则可以触发熄屏挂机图标,终端根据接收到的对应于熄屏挂机图标的操作信号执行熄屏挂机功能。当终端执行熄屏挂机功能后,终端显示第一提示信息,该第一提示信息用于提示熄屏挂机功能已启用。可选地,该第一提示信息还用于提示如何快速关闭熄屏挂机功能。
结合参考图8,其示出了本申请一个实施例提供的显示提示信息的界面示意图。侧边栏52中的快捷功能区域72包括熄屏挂机图标81,当用户点击熄屏挂机图标81后,终端显示提示信息82“熄屏挂机功能已启动,任意位置滑动可以解除该功能”。
当终端执行熄屏挂机功能时,终端始终显示游戏应用程序的用户界面,在该过程中,终端有可能接收到来自其它应用程序的消息。可选地,在步骤502之后,该图标显示方法还包括如下步骤:
步骤503,当接收到预定类型的消息时,在用户界面的上层显示消息的消息弹窗。
预定类型的消息包括以下任意一项:通知消息、来电消息、短信消息、语音通话消息、视频通话消息。该消息弹窗用于显示上述预定类型的消息的相关信息。以预定类型的消息为语音通话消息为例,第一横幅通知栏显示有请求方的昵称、头像和接收按钮等等。
结合参考图9,其示出了本申请一个实施例提供的消息弹窗的界面示意图。当熄屏挂机功能被触发时,也即终端处于熄屏挂机功能时,终端接收到通话请求消息,终端显示消息弹窗91,该消息弹窗91包括该通话请求消息的相关信息“小鱼儿向您发起语音通话请求”。
在一种可能的实现的方式中,若终端接收到对应于消息弹窗的第一操作信号,则在用户界面上层显示浮动窗口,该浮动窗口用于显示消息的消息界面。通过上述方式,终端在接收到预定类型的消息时,显示消息的消息弹窗,能够在不影响用户对游戏应用程序的使用前提下,并行处理接收到的预定类型的消息,提高了对终端的使用效率。
在另一种可能的实现方式中,若终端接收到对应于消息弹窗的第一操作信号,则跳转显示消息的消息界面。上述第一操作信号可以是单击信号、双击信号、长按信号、滑动信号、拖动信号中的任意一种。在本申请实施例中,仅以第一操作信号为单击信号为例进行说明。
可选地,若终端接收到对应于消息弹窗的第二操作信号,则取消显示第一横幅通知栏。可选地,第二操作信号是从消息弹窗的中央区域向第一横幅通知栏的外部进行滑动的滑动信号。当用户不想处理上述预定类型的消息,则可以滑动消息弹窗,终端接收到对应于消息弹窗的第二操作信号,取消显示该消息弹窗。
当终端执行熄屏挂机功能时,终端始终显示游戏应用程序的用户界面,在该过程中,用户有可能对游戏应用程序的音量以及亮度进行调节。可选地,在步骤502之后,该图标显示方法还包括如下步骤:
步骤504,当接收到预定操作信号时,在用户界面的上层显示预定操作信号对应的状态栏。
预定操作信号包括以下任意一项:用于调节亮度的操作信号、用于调节音量的操作信号。当终端接收到用于调节亮度的操作信号时,在用户界面的上层显示亮度状态栏,亮度状态栏包括当前用户界面对应的亮度进度条。当终端接收到用于调节亮度的操作信号时,在用户界面的上层显示音量状态栏,音量状态栏包括音量进度条。
结合参考图10,其示出了本申请一个实施例提供的状态栏的界面示意图。当熄屏挂机功能被触发时,也即终端处于熄屏挂机功能时,终端接收到用于调节音量的操作信号,终端在用户界面的上层显示音量状态栏1001,该音量状态栏1001包括音量进度条。
综上所述,本申请实施例提供的技术方案,通过触发侧边栏所显示的熄屏挂机图标后,执行熄屏挂机功能,可以避免用户在长时间未对用户界面进行操作时,导致游戏应用程序意外退出的情况发生。
终端在侧边栏中显示与游戏应用程序对应的开关图标之后,用户可以便捷地触发该开关图标对应的功能开关在打开状态与关闭状态之间进行切换,以提升人机效率。下面将以导航锁定开关为例进行讲解。
在基于图4所示实施例提供的一个可选实施例中,该图标显示方法还包括如下步骤:
步骤601,接收用于将导航锁定开关由关闭状态切换至打开状态的切换指令。
该切换指令由用户触发,用于将导航锁定开关由关闭状态切换至打开状态,该切换指令可以是作用在导航锁定开关上的单击信号、双击信号、长按信号、滑动信号、拖动信号中的任意一种,在本申请实施例中,仅以切换指令为作用在导航锁定开关上的单击信号为例进行说明。
步骤602,根据切换指令,将导航键设置为锁定状态。
导航键是指设置在显示屏下方的功能按键,其通常包括菜单键、返回键和home键,菜单键用于触发呼出功能菜单,返回键用于触发返回至上一级界面,home键用于触发返回至桌面界面。设置为锁定状态的导航键不响应触摸操作。示例性地,当用户触摸菜单键,终端接收到作用在菜单键上的触摸操作信号,但终端并不会显示功能菜单。
当终端将导航键设置为锁定状态后,终端显示第二提示信息,该第二提示信息用于提示导航键已锁定。可选地,该第二提示信息还用于提示如何快速解除对导航键的锁定。
结合参考图11,其示出了本申请一个实施例提供的第二提示信息的界面示意图。终端在侧边栏52中的开关区域71显示导航锁定开关1101,当用户点击导航锁定开关1101后,终端显示第二提示信息1102“导 航键已锁定,快速连点两次恢复”。
综上所述,本申请实施例提供的技术方案,通过在运行游戏应用程序时,根据切换指令将导航锁定开关切换至打开状态,以使得导航键进入锁定状态,避免用户误触导航键时导致退出游戏应用程序的情况发生。
下述为本申请装置实施例,可以用于执行本申请方法实施例。对于本申请装置实施例中未披露的细节,请参照本申请方法实施例。
请参考图12,其示出了本申请一个实施例提供的图标显示装置的框图。该装置具有实现上述方法示例的功能,所述功能可以由硬件实现,也可以由硬件执行相应的软件实现。该装置可以包括:界面显示模块1201、指令接收模块1202和图标显示模块1203。
界面显示模块1201,用于显示游戏应用程序的用户界面。
指令接收模块1202,用于接收呼出指令,所述呼出指令用于请求呼出侧边栏。
图标显示模块1203,用于根据所述呼出指令,显示所述侧边栏,所述侧边栏包括开关区域、快捷功能区域和快捷应用区域,所述开关区域用于显示与所述游戏应用程序对应的开关图标,所述快捷功能区域用于显示所述与所述游戏应用程序对应的快捷功能图标,所述快捷应用区域用于显示目标应用图标。
综上所述,本申请实施例提供的技术方案,通过在接收到呼出指令时,获取并在侧边栏中展示与前台运行的游戏应用程序对应的开关图标、快捷功能图标以及目标应用图标;相较于相关技术在菜单中固定显示若干个预先设定的功能图标,本申请实施例提供的方案实现了在游戏场景下,显示与游戏应用程序对应的图标,使得图标展示更加灵活,更好地满足操作需求。
在基于图12所示实施例提供的一个可选实施例中,所述与所述游戏应用程序对应的快捷功能图标包括熄屏挂机图标,所述装置还包括:信号接收模块和功能执行模块(图中未示出)。
信号接收模块,用于接收作用在所述熄屏挂机图标上的操作信号。
功能执行模块,用于根据所述操作信号,执行所述熄屏挂机图标对应的熄屏挂机功能;其中,所述熄屏挂机功能是指在是指在终端处于亮屏状态下执行挂机操作的功能。
可选地,所述装置还包括:弹窗显示模块(图中未示出)。
弹窗显示模块,用于当接收到预定类型的消息时,在所述用户界面的上层显示所述消息的消息弹窗,所述预定类型的消息包括以下任意一项:通知消息、来电消息、短信消息、语音通话消息、视频通话消息。
可选地,所述装置还包括:状态栏显示模块(图中未示出)。
状态栏显示模块,用于当接收到预定操作信号时,在所述用户界面的上层显示所述预定操作信号对应的状态栏,所述预定操作信号包括以下任意一项:用于调节亮度的操作信号、用于调节音量的操作信号。
可选地,所述装置还包括:透明度调节模块(图中未示出)。
透明度调节模块,用于降低所述游戏应用程序的用户界面的透明度和/或亮度。
可选地,
所述信号接收模块,还用于接收触摸信号;
所述功能执行模块,还用于当所述触摸信号不为目标触摸信号时,不响应所述触摸信号,所述目标触摸信号用于触发停止执行所述熄屏挂机功能。
在基于图12所示实施例提供的一个可选实施例中,所述与所述游戏应用程序对应的开关图标包括导航锁定图标,所述装置还包括:第一接收模块与状态设置模块(图中未示出)。
第一接收模块,用于接收用于将所述导航锁定开关由关闭状态切换至打开状态的切换指令。
状态设置模块,用于根据所述切换指令,将导航键设置为锁定状态,设置为所述锁定状态的所述导航键不响应触摸操作。
在基于图12所示实施例提供的一个可选实施例中,所述指令接收模块1202,用于:
当接收到对应于显示屏中显示的浮标的第一触发信号时,根据所述第一触发信号接收所述呼出指令;
或者,
当接收到对应于显示屏中的侧边区域的第二触发信号时,根据所述第二触发信号接收所述呼出指令。
可选地,所述指令接收模块1202,用于当所述终端处于竖屏显示状态时,根据所述第一触发信号接收所述呼出指令;当所述终端处于横屏显示状态时,根据所述第二触发信号接收所述呼出指令。
需要说明的是,上述实施例提供的装置在实现其功能时,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的装置与方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
在示例性实施例中,还提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有计算机程序,所述计算机程序由终端的处理器加载并执行以实现上述方法实施例中的各个步骤。
在示例性实施例中,还提供了一种计算机程序产品,当该计算机程序产品被执行时,其用于实现上述方法实施例中的各个步骤的功能。
应当理解的是,在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
以上所述仅为本申请的示例性实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (20)

  1. 一种图标显示方法,其特征在于,所述方法包括:
    显示游戏应用程序的用户界面;
    接收呼出指令,所述呼出指令用于请求呼出侧边栏;
    根据所述呼出指令显示所述侧边栏,所述侧边栏包括开关区域、快捷功能区域和快捷应用区域,所述开关区域用于显示与所述游戏应用程序对应的开关图标,所述快捷功能区域用于显示所述与所述游戏应用程序对应的快捷功能图标,所述快捷应用区域用于显示目标应用图标。
  2. 根据权利要求1所述的方法,其特征在于,所述与所述游戏应用程序对应的快捷功能图标包括熄屏挂机图标,所述根据所述呼出指令,显示所述侧边栏之后,还包括:
    接收作用在所述熄屏挂机图标上的操作信号;
    根据所述操作信号,执行所述熄屏挂机图标对应的熄屏挂机功能;其中,所述熄屏挂机功能是指在终端处于亮屏状态下执行挂机操作的功能。
  3. 根据权利要求2所述的方法,其特征在于,所述根据所述操作信号,执行所述熄屏挂机图标对应的熄屏挂机功能之后,还包括:
    当接收到预定类型的消息时,在所述用户界面的上层显示所述消息的消息弹窗,所述预定类型的消息包括以下任意一项:通知消息、来电消息、短信消息、语音通话消息、视频通话消息。
  4. 根据权利要求2所述的方法,其特征在于,所述根据所述操作信号,执行所述熄屏挂机图标对应的熄屏挂机功能之后,还包括:
    当接收到预定操作信号时,在所述用户界面的上层显示所述预定操作信号对应的状态栏,所述预定操作信号包括以下任意一项:用于调节亮度的操作信号、用于调节音量的操作信号。
  5. 根据权利要求2所述的方法,其特征在于,所述根据所述操作信号,执行所述熄屏挂机图标对应的熄屏挂机功能之后,还包括:
    降低所述游戏应用程序的用户界面的透明度和/或亮度。
  6. 根据权利要求2所述的方法,其特征在于,所述根据所述操作信号,执行所述熄屏挂机图标对应的熄屏挂机功能之后,还包括:
    接收触摸信号;
    当所述触摸信号不为目标触摸信号时,不响应所述触摸信号,所述目标触摸信号用于触发停止执行所述熄屏挂机功能。
  7. 根据权利要求1所述的方法,其特征在于,所述与所述游戏应用程序对应的开关图标包括导航锁定开关,所述根据所述呼出指令,显示所述侧边栏之后,还包括:
    接收用于将所述导航锁定开关由关闭状态切换至打开状态的切换指令;
    根据所述切换指令,将导航键设置为锁定状态,设置为所述锁定状态的所述导航键不响应触摸操作。
  8. 根据权利要求1至7任一项所述的方法,其特征在于,所述接收呼出指令,包括:
    当接收到对应于显示屏中显示的浮标的第一触发信号时,根据所述第一触发信号接收所述呼出指令;
    或者,
    当接收到对应于显示屏中的侧边区域的第二触发信号时,根据所述第二触发信号接收所述呼出指令。
  9. 根据权利要求8所述的方法,其特征在于,
    所述根据所述第一触发信号接收所述呼出指令,包括:
    当所述终端处于竖屏显示状态时,根据所述第一触发信号接收所述呼出指令;
    所述根据所述第二触发信号接收所述呼出指令,包括:
    当所述终端处于横屏显示状态时,根据所述第二触发信号接收所述呼出指令。
  10. 一种图标显示装置,其特征在于,所述装置包括:
    界面显示模块,用于显示游戏应用程序的用户界面;
    指令接收模块,用于接收呼出指令,所述呼出指令用于请求呼出侧边栏;
    图标显示模块,用于根据所述呼出指令显示所述侧边栏,所述侧边栏包括开关区域、快捷功能区域和快捷应用区域,所述开关区域用于显示与所述游戏应用程序对应的开关图标,所述快捷功能区域用于显示所述与所述游戏应用程序对应的快捷功能图标,所述快捷应用区域用于显示目标应用图标。
  11. 根据权利要求10所述的装置,其特征在于,所述装置还包括:
    信号接收模块,用于接收作用在所述熄屏挂机图标上的操作信号;
    功能执行模块,用于根据所述操作信号,执行所述熄屏挂机图标对应的熄屏挂机功能;其中,所述熄屏挂机功能是指在终端处于亮屏状态下执行挂机操作的功能。
  12. 根据权利要求11所述的装置,其特征在于,所述装置还包括:
    弹窗显示模块,用于当接收到预定类型的消息时,在所述用户界面的上层显示所述消息的消息弹窗,所述预定类型的消息包括以下任意一项:通知消息、来电消息、短信消息、语音通话消息、视频通话消息。
  13. 根据权利要求11所述的装置,其特征在于,所述装置还包括:
    状态栏显示模块,用于当接收到预定操作信号时,在所述用户界面的上层显示所述预定操作信号对应的状态栏,所述预定操作信号包括以下任意一项:用于调节亮度的操作信号、用于调节音量的操作信号。
  14. 根据权利要求11所述的装置,其特征在于,所述装置还包括:
    透明度调节模块,用于降低所述游戏应用程序的用户界面的透明度和/或亮度。
  15. 根据权利要求11所述的装置,其特征在于,
    所述信号接收模块,还用于接收触摸信号;
    所述功能执行模块,还用于当所述触摸信号不为目标触摸信号时,不响应所述触摸信号,所述目标触摸信号用于触发停止执行所述熄屏挂机功能。
  16. 根据权利要求10所述的装置,其特征在于,所述与所述游戏应用程序对应的开关图标包括导航锁定开关,所述装置还包括:
    第一接收模块,用于接收用于将所述导航锁定开关由关闭状态切换至打开状态的切换指令;
    状态设置模块,用于根据所述切换指令,将导航键设置为锁定状态,设置为所述锁定状态的所述导航键不响应触摸操作。
  17. 根据权利要求10至16任一项所述的装置,其特征在于,所述指令接收模块,用于:
    当接收到对应于显示屏中显示的浮标的第一触发信号时,根据所述第一触发信号接收所述呼出指令;
    或者,
    当接收到对应于显示屏中的侧边区域的第二触发信号时,根据所述第二触发信号接收所述呼出指令。
  18. 根据权利要求17所述的装置,其特征在于,所述指令接收模块,用于:
    当所述终端处于竖屏显示状态时,根据所述第一触发信号接收所述呼出指令;当所述终端处于横屏显示状态时,根据所述第二触发信号接收所述呼出指令。
  19. 一种终端,其特征在于,所述终端包括处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如权利要求1至9任一项所述的图标显示方法。
  20. 一种计算机可读存储介质,其特征在于,所述计算机可读存储介质中存储有计算机程序,所述计算机程序由处理器加载并执行以实现如权利要求1至9任一项所述的图标显示方法。
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