CN105069119B - Cross-platform synchronization method and system - Google Patents

Cross-platform synchronization method and system Download PDF

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Publication number
CN105069119B
CN105069119B CN201510492122.1A CN201510492122A CN105069119B CN 105069119 B CN105069119 B CN 105069119B CN 201510492122 A CN201510492122 A CN 201510492122A CN 105069119 B CN105069119 B CN 105069119B
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display area
display
synchronization
time
value
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CN105069119A (en
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陈昊芝
张晓龙
谢鑫
张�成
范立
刘关强
刘北辰
朱亮
张东猛
郭建强
韩东涛
郭伦昊
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Xiamen Yaji Software Co Ltd
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Shanghai Touch Technology Development Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/27Replication, distribution or synchronisation of data between databases or within a distributed database system; Distributed database system architectures therefor

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  • Databases & Information Systems (AREA)
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  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
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Abstract

The invention relates to a synchronization method and a synchronization system in cross-platform user interface design. A cross-platform synchronization method comprises the steps of setting a first display area and a second display area; the synchronization module synchronizes the display object of the first display area to the second display area. The synchronization method and the system solve the problem that the UI interfaces of the OPENGL window and the GTK cannot be synchronously changed, when the UI interface of the whole UI editor is changed, developers see that the change of the rendering area and the change of the whole UI interface are synchronous, other functional areas on the UI interface cannot be influenced, the whole operation is very smooth, and the use of the developers cannot be influenced. The rendering window and the GTK UI interface are seamlessly integrated, and the game rendering and drawing functions of the UI editor are realized.

Description

Cross-platform synchronization method and system
Technical Field
The invention relates to a computer technology, in particular to a synchronization method and a synchronization system in cross-platform user interface design.
Background
With the development of the internet and the mobile internet, the game industry is becoming increasingly strong. Most of traditional game development tools can only develop games suitable for a single system, and cross-platform game development tools are developed to improve development efficiency, for example, foreign U3D uses scripts and built-in virtual machines to execute, so that a cross-platform game development function is realized, domestic cyclenes also adopt C + + versions to develop games, and functions of rapidly transplanting from Android games to IOS or Windows platforms are realized.
UI is short for User Interface. The UI design refers to the overall design of human-computer interaction, operation logic and attractive interface of software. To realize the cross-platform development work of the game development tool, one important problem to be solved is the cross-platform work problem of the UI editor in the development tool. Because different platform-specific UI editors use different platform APIs to draw UI effects, the relevant programs need to be written separately to implement the corresponding functions, but this is relatively development time consuming.
It is currently an option to use the cross-platform UI framework tool GTK to provide UI effects for UI editors. GTK (gimptoolkit) is a set of cross-platform graphics toolkit with source code distributed under LGPL licensing agreement, and is used as a Graphical User Interface (GUI) toolkit, and GTK supports the creation of GUI-based application programs, and has become a general graphics library with powerful functions and flexible design at present, and is one of the mainstream development tools for developing graphical interface application programs under GNU/Linux.
Under the MAC, the GTK can only call a system API to draw simple graphics, and cannot provide game rendering drawing, so that the GTK and OPENGL are integrated together to realize the combination of a rendering effect and a UI interface effect, namely, a window calling the OPENGL to generate the rendering effect is independently operated in a UI interface formed by the GTK. OpenGL is the most widely accepted 2D/3D graphics API in the industry, which has since its birth, spawned thousands of excellent applications on a variety of computer platforms and devices. OpenGL is independent of a windows operating system or other operating systems, helps programmers to develop high-performance and extremely-impacting high-vision expression graphics processing software on hardware devices such as PCs, workstations, supercomputers, and the like, and enables GPU performance of mobile devices to be brought into full play by using OpenGL for graphics rendering.
In some cases, for example, when the entire UI editor is dragged, the GTK UI interface is dragged, and the reserved blank area on the GTK moves along with the dragging, but the rendering window of the callencl does not move, so that the window may cover some buttons on the UI interface and cannot perform corresponding operations. For another example, when the UI editor is adjusted to be smaller, the blank area reserved on the GTK will also be smaller, and the size of the rendering window calling OPENGL will still be unchanged, and some buttons on the UI interface may be covered and corresponding operations may not be performed. Particularly, under the MAC system, when a user adjusts the UI interface of the cross-platform game development tool, for example, the user moves the UI interface window or changes the area of the UI interface window, the GTK changes its own window according to the user adjustment, but the OPENGL window for game rendering is independent of the GTK control, so that the window is not changed synchronously with the adjustment, which causes some functions on the entire UI interface to be affected and unable to work, and the entire UI interface is also very unattractive and friendly, and unable to let the developer continue working.
Therefore, the problem that the UI interfaces of the OPENGL window and the GTK cannot be changed synchronously needs to be solved, so that the original UI design cannot be well expressed or even realized during design, the user satisfaction is reduced, and improvement is needed.
Disclosure of Invention
It is an object of the present invention to provide a synchronization method and system in a cross-platform user interface design,
in order to achieve the purpose, the invention adopts the technical scheme that
A cross-platform synchronization method, comprising:
a first display area is set up in the first display area,
setting a second display area;
the synchronization module synchronizes the display object of the first display area to the second display area.
The synchronization method comprises the steps that the synchronization module records a time interval on the first display area; the synchronous module has a refreshing time for the display of the second display area; the interval time and the refresh time range from 0 to 0.5 seconds.
The synchronization method, wherein the delay time of the interval time and the refresh time is in the range of 0-0.5 seconds.
The synchronization method, wherein the interval time, the refresh time, and the delay time are 0.1 second.
In the synchronization method, the display object is a coordinate value, an area value, a color value, a texture value, or a rendering value.
A cross-platform synchronization system, wherein the system comprises:
a first display area for displaying a first image,
a second display area;
and the synchronization module is connected with the first display area and the second display area and synchronizes the display object of the first display area into the second display area.
The synchronization system, wherein the synchronization module has an interval time for recording the first display area; the synchronous module has a refreshing time for the display of the second display area; the interval time and the refresh time range from 0 to 0.5 seconds.
The synchronous system, wherein the delay time of the interval time and the refresh time is in the range of 0-0.5 seconds.
The synchronous system, wherein the interval time, the refresh time and the delay time are 0.1 second.
The synchronous system, wherein the display object is a coordinate value, an area value, a color value, a texture value or a rendering value.
Additional features and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and claims thereof.
The technical solution of the present invention is further described in detail by the following examples.
Detailed Description
The present invention is described in further detail below.
[ example 1 ]
A cross-platform synchronization method, comprising: setting a first display area and setting a second display area; the synchronization module synchronizes the display object of the first display area to the second display area.
The synchronization module records a time interval for the first display area; the synchronous module has a refreshing time for the display of the second display area; the interval time and the refresh time range from 0 to 0.5 seconds. The delay time of the interval time and the refreshing time is 0-0.5 seconds, and people must be cheated in order to achieve the synchronization effect. The interval time, refresh time, and delay time are preferably 0.1 seconds.
The display object is a coordinate value, an area value, a color value, a texture value, or a rendering value.
[ example 2 ]
A cross-platform synchronization system, wherein the system comprises: a first display area, a second display area; and the synchronization module is connected with the first display area and the second display area and synchronizes the display object of the first display area into the second display area.
The synchronization module records a time interval for the first display area; the synchronous module has a refreshing time for the display of the second display area; the interval time and the refresh time range from 0 to 0.5 seconds. The delay time of the interval time and the refreshing time is 0-0.5 seconds, and people must be cheated in order to achieve the synchronization effect. The interval time, refresh time, and delay time are 0.1 seconds.
The display object is a coordinate value, an area value, a color value, a texture value, or a rendering value.
[ example 3 ]
Taking an apple computer system as an example (a MAC system), firstly, the GTK calls an API of the MAC system itself to draw a UI interface of the UI editor, and the GTK reserves a first display area on the drawn UI interface. The first display area is a blank area, and the blank area is rectangular.
A synchronization module is arranged in the background of the UI editor, and records the first display area at intervals, which is called interval time. In order to achieve the synchronization effect, the human eye must be deceived, and therefore the interval time must be less than 0.5 seconds. The synchronous recording module continuously updates the recorded display objects of the coordinate value (such as selecting the central two-dimensional coordinate of the rectangle as the coordinate value) and the area value (such as the number of pixel points of the screen) of the first display area according to the interval time.
When the rendering effect of the real game is needed, the UI editor calls the display card through the OPENGL to create a second display area, and the rendering effect of the game is drawn in the second display area. The second display area is also rectangular and preferably has an area equal to the first display area, i.e. the first display area and the second display area are exactly coincident.
The second display region is refreshed at intervals, referred to as refresh times. The human eye has to be deceived and therefore the refresh time has to be less than 0.5 seconds. The synchronization module reads the coordinate value and the area value, and ensures that the coordinate value and the area value are strictly superposed with the reserved first display area, so that the synchronization function is realized.
There is a delay time between the interval time and the refresh time, which must also be less than 0.5 seconds.
When the UI editor is moved or the interface of the UI editor is changed, the first display area reserved for the GTK is also changed, and the coordinate value and the area value thereof are also changed. When the first refreshing time after the change occurs comes, the synchronous recording module reads the coordinate value and the area value of the first display area.
After the delay time, the changed first refreshing time comes, the coordinate value and the area value of the second display area are read from the synchronous module, and at the moment, the second display area is overlapped with the first display area again. At this time, the synchronization function is realized. The display object may be a coordinate value, an area value, a color value, a texture value, a rendering value, or the like, and in short, it is ensured that the second display region and the first display region have the same content.
In various embodiments, the interval time, refresh time, and delay time may be selected in a range of 0 seconds to 0.5 seconds. The optimum time is 0.1 second. Of course, smaller time periods may be used depending on hardware devices, such as the quality of the graphics card. Specifically, the change of the first display region and the second display region cannot be distinguished at all by the naked eye is optimal. For example, the sum of the interval time, the refresh time and the delay time is much less than 0.1 second, and the second display area appears to the eye to always overlap the first display area, synchronized with the changes of the entire UI editor.
The synchronization method and the system solve the problem that the UI interfaces of the OPENGL window and the GTK cannot be synchronously changed, when the UI interface of the whole UI editor is changed, developers see that the change of the rendering area and the change of the whole UI interface are synchronous, other functional areas on the UI interface cannot be influenced, the whole operation is very smooth, and the use of the developers cannot be influenced. The rendering window and the GTK UI interface are seamlessly integrated, and the game rendering and drawing functions of the UI editor are realized.
The invention can also be implemented on windows, Linux and other systems. Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
Such computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing terminal to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
Such computer program instructions may also be loaded onto a computer or other programmable data processing terminal to cause a series of operational steps to be performed on the computer or other programmable terminal to produce a computer implemented process such that the instructions which execute on the computer or other programmable terminal provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications of these embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. The term "comprising" is used to specify the presence of stated elements, but not necessarily the presence of stated elements, unless otherwise specified.
The above detailed description is provided for a synchronization method and a synchronization system provided by the embodiments of the present invention, and a specific example is applied in the description to explain the principle and the implementation manner of the embodiments of the present invention, and the description of the above embodiments is only used to help understanding the method and the core idea of the embodiments of the present invention; meanwhile, for a person skilled in the art, according to the idea of the embodiment of the present invention, there may be a change in the specific implementation and application scope, and in summary, the content of the present specification should not be construed as a limitation to the embodiment of the present invention.

Claims (10)

1. A method for synchronizing display areas, comprising:
setting a first display area;
setting a second display area;
the synchronization module synchronizes a display object of a first display area into the second display area so that the display position of the second display area is consistent with the display position of the first display area;
the synchronization module records the display object of the first display area at intervals and refreshes the second display area according to the display object at intervals.
2. The synchronization method according to claim 1, wherein the interval time and the refresh time range from 0 to 0.5 seconds.
3. The synchronization method of claim 2, wherein the interval time and the refresh time are delayed within a range of 0-0.5 seconds.
4. A synchronization method according to claim 2 or 3, characterized in that the interval time, the refresh time and the delay time are 0.1 seconds.
5. The synchronization method of claim 1, wherein the display object is a coordinate value, an area value, a color value, a texture value, or a rendering value.
6. A display region synchronization system, comprising:
a first display area for displaying a first image,
a second display area;
the synchronization module is connected with the first display area and the second display area and synchronizes a display object of the first display area into the second display area so that the display position of the second display area is consistent with the display position of the first display area;
the synchronization module records the display object of the first display area at intervals, and refreshes the second display area according to the display object at intervals.
7. The synchronization system of claim 6, wherein the interval time and the refresh time range from 0-0.5 seconds.
8. The synchronization system of claim 7, wherein the interval time, the refresh time, and the delay time are 0.1 seconds.
9. The synchronization system according to claim 7 or 8, wherein the interval time, the refresh time and the delay time are 0.1 seconds.
10. The synchronization system of claim 6, wherein the display object is a coordinate value, an area value, a color value, a texture value, or a rendering value.
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CN106293753A (en) * 2016-08-16 2017-01-04 网易(杭州)网络有限公司 The development approach of editing machine and device, edit methods and editing machine
CN111954869B (en) * 2018-04-12 2024-09-06 日立数据管理有限公司 System, method, and medium for user interface optimization for delay data

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CN103235643A (en) * 2013-04-09 2013-08-07 青岛旲天下智能科技有限公司 Man-machine interactive device adopting voice control type
CN103279314A (en) * 2012-01-17 2013-09-04 旺玖科技股份有限公司 Transmission device with virtual device window operation and its transmission system
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CN104796455A (en) * 2015-03-12 2015-07-22 安徽讯飞皆成软件技术有限公司 Cross-platform multi-screen interacting method, device and system

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Publication number Priority date Publication date Assignee Title
CN1609780A (en) * 2003-10-24 2005-04-27 微软公司 Systems and methods for projecting content from computing devices
CN103279314A (en) * 2012-01-17 2013-09-04 旺玖科技股份有限公司 Transmission device with virtual device window operation and its transmission system
CN103235643A (en) * 2013-04-09 2013-08-07 青岛旲天下智能科技有限公司 Man-machine interactive device adopting voice control type
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