diff --git a/main.cpp b/main.cpp index 84fda1ecd..40e385e0e 100644 --- a/main.cpp +++ b/main.cpp @@ -5,6 +5,7 @@ #include #include #include +#include #include "dobby.h" #include "imgui.h" #include "imgui_impl_android.h" @@ -19,49 +20,57 @@ static bool g_ShowMenu = true; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; -// --- 触摸处理逻辑 --- -// 处理 Android 原始输入事件并同步给 ImGui -bool HandleAndroidInput(AInputEvent* event, ImGuiIO& io) { +// --- 触摸同步逻辑 --- + +void SyncImGuiInput(AInputEvent* event) { + if (!g_Initialized || !g_ShowMenu) return; + + ImGuiIO& io = ImGui::GetIO(); int32_t type = AInputEvent_getType(event); + if (type == AINPUT_EVENT_TYPE_MOTION) { - int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; + int32_t action = AMotionEvent_getAction(event); + int32_t action_code = action & AMOTION_EVENT_ACTION_MASK; + float x = AMotionEvent_getX(event, 0); float y = AMotionEvent_getY(event, 0); - io.MousePos = ImVec2(x, y); - - if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) { + + if (action_code == AMOTION_EVENT_ACTION_DOWN || action_code == AMOTION_EVENT_ACTION_POINTER_DOWN) { io.MouseDown[0] = true; - } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP) { + } else if (action_code == AMOTION_EVENT_ACTION_UP || action_code == AMOTION_EVENT_ACTION_POINTER_UP || action_code == AMOTION_EVENT_ACTION_CANCEL) { io.MouseDown[0] = false; } - - // 如果点击在 ImGui 窗口上,返回 true 以拦截事件,不传给游戏 - return ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) || ImGui::IsAnyItemHovered(); } - return false; } -// Hook 目标:AInputQueue_getEvent (这是 Android Native 游戏获取触摸的最上层接口) +// --- Hook 1: AInputQueue (通用入口) --- typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent); -static p_AInputQueue_getEvent old_getEvent = nullptr; +static p_AInputQueue_getEvent old_AInputQueue_getEvent = nullptr; int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) { - int32_t res = old_getEvent(queue, outEvent); - if (res >= 0 && g_ShowMenu && g_Initialized) { - // 将事件发给 ImGui 处理 - if (HandleAndroidInput(*outEvent, ImGui::GetIO())) { - // 如果 ImGui 消耗了此事件,我们可以在此处对 event 进行 finish 处理 - // 但为了稳定性,通常我们只同步坐标而不完全拦截,或者根据需要返回 - } + int32_t res = old_AInputQueue_getEvent(queue, outEvent); + if (res >= 0 && outEvent && *outEvent) { + SyncImGuiInput(*outEvent); } return res; } +// --- Hook 2: 直接 Hook AMotionEvent 获取函数 (防止 libunity.so 绕过 Queue) --- +typedef float (*p_AMotionEvent_getX)(const AInputEvent* motion_event, size_t pointer_index); +static p_AMotionEvent_getX old_getX = nullptr; + +float hook_AMotionEvent_getX(const AInputEvent* motion_event, size_t pointer_index) { + float x = old_getX(motion_event, pointer_index); + if (g_ShowMenu && g_Initialized && pointer_index == 0) { + ImGui::GetIO().MousePos.x = x; + } + return x; +} + // 渲染钩子 EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (!g_Initialized) { - LOGI("Initializing ImGui for SGame..."); EGLint width, height; eglQuerySurface(dpy, surface, EGL_WIDTH, &width); eglQuerySurface(dpy, surface, EGL_HEIGHT, &height); @@ -70,13 +79,12 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)width, (float)height); - // 针对王者高分辨率屏优化缩放 - float scale = (float)width / 1920.0f; + float scale = (float)width / 1920.0f; ImGui::GetStyle().ScaleAllSizes(scale > 1.2f ? scale : 1.2f); ImGui_ImplOpenGL3_Init("#version 300 es"); g_Initialized = true; - LOGI("ImGui Render Initialized: %d x %d", width, height); + LOGI("ImGui Initialized for Unity SGame: %d x %d", width, height); } if (g_ShowMenu) { @@ -84,21 +92,17 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui::NewFrame(); ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(550, 380), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 400), ImGuiCond_FirstUseEver); - if (ImGui::Begin("AndKitty Menu (SGame)", &g_ShowMenu)) { - ImGui::TextColored(ImVec4(0, 1, 0, 1), "Touch Status: Hooked"); + // 确保没有任何禁止移动的 Flag + if (ImGui::Begin("AndKitty SGame Unity", &g_ShowMenu)) { + ImGui::TextColored(ImVec4(0, 1, 1, 1), "Module: libunity.so Context"); ImGui::Separator(); - static bool esp_line = false; - ImGui::Checkbox("ESP Line", &esp_line); + static bool esp = false; + ImGui::Checkbox("ESP Enable", &esp); - static float f_val = 0.5f; - ImGui::SliderFloat("FOV", &f_val, 0.0f, 1.0f); - - if (ImGui::Button("Hide Menu")) { - g_ShowMenu = false; - } + if (ImGui::Button("Close Menu")) g_ShowMenu = false; } ImGui::End(); @@ -110,33 +114,36 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { } void* init_thread(void*) { - LOGI("Plugin thread: Waiting 10s for SGame environment..."); - sleep(10); + LOGI("Waiting for libunity.so and libandroid.so..."); + + // 循环等待 libunity.so 加载完成,这对 Unity 游戏很重要 + while (true) { + if (dlsym(RTLD_DEFAULT, "eglSwapBuffers") && dlopen("libunity.so", RTLD_NOLOAD)) { + break; + } + usleep(500000); + } + sleep(5); // 额外等待确保引擎初始化 // 1. Hook 渲染 void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); - if (swap_addr) { - LOGI("Hooking eglSwapBuffers..."); - DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); + DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); + + // 2. Hook 系统输入队列 (通用) + void* input_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent"); + if (input_addr) { + DobbyHook(input_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_AInputQueue_getEvent); } - // 2. Hook 输入 (针对王者荣耀这种 Native 架构) - void* getEvent_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent"); - if (getEvent_addr) { - LOGI("Hooking AInputQueue_getEvent for Touch..."); - DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent); - } else { - // 备选方案:尝试从 libandroid.so 加载 - void* h_android = dlopen("libandroid.so", RTLD_NOW); - if (h_android) { - getEvent_addr = dlsym(h_android, "AInputQueue_getEvent"); - if (getEvent_addr) { - DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent); - } - } + // 3. 针对 Unity 的“强制同步”:Hook AMotionEvent_getX + // 很多版本的 Unity 直接调用这个函数获取坐标,Hook 这里可以强行同步 ImGui 坐标 + void* getx_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getX"); + if (getx_addr) { + LOGI("Hooking AMotionEvent_getX for Unity focus..."); + DobbyHook(getx_addr, (void*)hook_AMotionEvent_getX, (void**)&old_getX); } - LOGI("Hooking Process Completed. Ready for SGame."); + LOGI("Unity SGame Hooks Ready."); return nullptr; }