Update main.cpp

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gggaa2152 2026-04-06 09:02:44 +08:00 committed by GitHub
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commit 0bbf607b59
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@ -16,42 +16,49 @@
static bool g_Initialized = false;
static bool g_ShowMenu = true;
// 触摸状态全局变量
// 记录全局触摸,如果自动处理失败,我们将手动强制注入
struct {
float x;
float y;
bool down;
int count;
} g_TouchData = {0, 0, false, 0};
} g_ManualTouch = {0, 0, false, 0};
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
// --- 针对 Unity 绕过导出的最强 Hook 方案 ---
// --- 针对王者荣耀 Unity 深度定制的输入拦截 ---
typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent);
static p_AInputQueue_getEvent old_getEvent = nullptr;
typedef void (*p_AInputQueue_finishEvent)(AInputQueue* queue, AInputEvent* event, int handled);
static p_AInputQueue_finishEvent old_finishEvent = nullptr;
// 核心:拦截事件分发
int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) {
int32_t res = old_getEvent(queue, outEvent);
if (res >= 0 && outEvent && *outEvent) {
AInputEvent* event = *outEvent;
int32_t type = AInputEvent_getType(event);
if (type == AINPUT_EVENT_TYPE_MOTION) {
int32_t action = AMotionEvent_getAction(event);
int32_t code = action & AMOTION_EVENT_ACTION_MASK;
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
g_ManualTouch.count++;
// 直接在这里调用系统函数读取(即使 Unity 自己不调用,我们可以在 Hook 里主动读)
g_TouchData.x = AMotionEvent_getX(event, 0);
g_TouchData.y = AMotionEvent_getY(event, 0);
// 尝试获取坐标
g_ManualTouch.x = AMotionEvent_getX(event, 0);
g_ManualTouch.y = AMotionEvent_getY(event, 0);
if (code == AMOTION_EVENT_ACTION_DOWN || code == AMOTION_EVENT_ACTION_POINTER_DOWN) {
g_TouchData.down = true;
} else if (code == AMOTION_EVENT_ACTION_UP || code == AMOTION_EVENT_ACTION_POINTER_UP || code == AMOTION_EVENT_ACTION_CANCEL) {
g_TouchData.down = false;
int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) {
g_ManualTouch.down = true;
} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP || action == AMOTION_EVENT_ACTION_CANCEL) {
g_ManualTouch.down = false;
}
// 如果菜单显示,尝试交给 ImGui 处理
if (g_ShowMenu && g_Initialized) {
// 调用 ImGui 后端自带的处理器
ImGui_ImplAndroid_HandleInputEvent(event, 1.0f, 1.0f);
}
g_TouchData.count++;
}
}
return res;
@ -68,19 +75,21 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)width, (float)height);
// 缩放适配
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 Initialized: %d x %d", width, height);
LOGI("ImGui Context Created: %d x %d", width, height);
}
if (g_ShowMenu) {
// 【核心】在渲染前强行同步触摸状态
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ImVec2(g_TouchData.x, g_TouchData.y);
io.MouseDown[0] = g_TouchData.down;
// 【双重保险】如果后端处理没生效,手动覆盖状态
io.MousePos = ImVec2(g_ManualTouch.x, g_ManualTouch.y);
io.MouseDown[0] = g_ManualTouch.down;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
@ -88,16 +97,16 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
if (ImGui::Begin("AndKitty SGame Debugger", &g_ShowMenu)) {
ImGui::Text("Captured: %d", g_TouchData.count);
ImGui::Text("Pos: %.1f, %.1f", g_TouchData.x, g_TouchData.y);
ImGui::Text("Status: %s", g_TouchData.down ? "DOWN" : "UP");
if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) {
ImGui::TextColored(ImVec4(0,1,0,1), "Event Count: %d", g_ManualTouch.count);
ImGui::Text("Last Pos: %.1f, %.1f", g_ManualTouch.x, g_ManualTouch.y);
ImGui::Text("Status: %s", g_ManualTouch.down ? "HOLDING" : "IDLE");
ImGui::Separator();
if (ImGui::Button("Reset Counter")) g_ManualTouch.count = 0;
static bool test = false;
ImGui::Checkbox("Test Feature", &test);
if (ImGui::Button("Close Menu")) g_ShowMenu = false;
static bool esp = true;
ImGui::Checkbox("Draw ESP", &esp);
}
ImGui::End();
@ -109,27 +118,24 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
}
void* init_thread(void*) {
// 既然日志显示 08:57 已经加载了 libunity.so,我们缩短等待
sleep(5);
// 针对王者荣耀,我们等待更久,等 libunity.so 完全展开
sleep(12);
// 1. Hook 渲染
void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (swap_addr) DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
// 2. Hook AInputQueue_getEvent
// 它是 Unity 拿事件的总阀门,不管 Unity 内部怎么读,只要它拿了,我们就拦
void* getEvent_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent");
if (!getEvent_addr) {
void* h_android = dlopen("libandroid.so", RTLD_NOW);
if (h_android) getEvent_addr = dlsym(h_android, "AInputQueue_getEvent");
// 2. 尝试从 libandroid.so 强制获取符号
void* h_android = dlopen("libandroid.so", RTLD_NOW);
if (h_android) {
void* getEvent_addr = dlsym(h_android, "AInputQueue_getEvent");
if (getEvent_addr) {
LOGI("AInputQueue_getEvent found in libandroid.so, Hooking...");
DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent);
}
}
if (getEvent_addr) {
LOGI("Hooking AInputQueue_getEvent...");
DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent);
}
LOGI("New Hook Strategy Applied.");
LOGI("Ultimate Input Strategy Loaded.");
return nullptr;
}