diff --git a/main.cpp b/main.cpp index cd3f5df47..37ca84fc2 100644 --- a/main.cpp +++ b/main.cpp @@ -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; }