Update main.cpp

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gggaa2152 2026-04-06 18:52:27 +08:00 committed by GitHub
parent 9f7bbf2a0e
commit 1a1ec006e2
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@ -25,9 +25,10 @@ struct {
bool down;
} g_TouchData = {0, 0, false};
// 用于窗口化坐标转换
static int g_RealWidth = 1;
static int g_RealHeight = 1;
// 用于窗口化坐标转换的全局变量
static float g_ScreenScaleX = 1.0f;
static float g_ScreenScaleY = 1.0f;
static bool g_NeedCalibrate = true;
// --- 原函数指针 ---
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
@ -36,7 +37,7 @@ static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
static p_InputConsumer_consume old_consume = nullptr;
// 解析 MotionEvent 坐标并进行归一化处理
// 解析 MotionEvent 坐标
void handle_motion_event(void* event) {
if (!event) return;
@ -52,10 +53,6 @@ void handle_motion_event(void* event) {
float raw_y = _getY(event, 0);
if (raw_x >= 0 && raw_y >= 0) {
// 这里是修复核心:
// 如果是窗口化,系统返回的是屏幕绝对坐标(如 Y=2128)
// 但 ImGui 需要的是窗口相对坐标。
// 我们先假设游戏窗口是居中的或者全屏显示的(最通用方案)
g_TouchData.x = raw_x;
g_TouchData.y = raw_y;
@ -65,7 +62,6 @@ void handle_motion_event(void* event) {
}
}
// 输入钩子回调
int hook_InputConsumer_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) {
int result = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent);
if (result == 0 && outEvent && *outEvent) {
@ -87,59 +83,58 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
g_Initialized = true;
}
g_RealWidth = width;
g_RealHeight = height;
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)width, (float)height);
// 关键修正:坐标映射
// 获取屏幕物理分辨率(假设通过这种方式简单映射,如果还是点不准,说明需要获取物理屏幕高度)
// 这里的逻辑:如果 Touch_Y > 窗口高度,说明触摸的是物理坐标,需要按比例缩放
// 临时修正方案:强制限制坐标在显示范围内
float finalX = g_TouchData.x;
float finalY = g_TouchData.y;
// 假设你的手机全屏高度大概是 2400 左右,而窗口是 1008
// 我们做一个简单的比例映射(如果这是由于系统缩放导致的)
if (finalY > height) {
// 自动计算缩放比例
static float scaleY = -1.0f;
if (scaleY < 0 && g_TouchData.down) {
// 第一次按下时尝试计算比例
// 这是一个估算值,因为我们不知道物理屏幕具体多大
scaleY = (float)height / 2400.0f; // 假设物理高 2400
}
// finalY *= 0.42f; // 这里的 0.42 是 1008/2400 的近似值
// --- 核心修复:动态坐标映射 ---
// 逻辑:如果捕获到的坐标 Y (如2128) 大于 渲染高度 (1008)
// 说明系统给的是物理全屏坐标。我们需要计算缩放比例。
if (g_TouchData.y > (float)height && g_NeedCalibrate) {
// 假设常见手机高度为 2400 左右,这里我们根据第一次点击自动校准
// 也可以手动设置:g_ScreenScaleY = (float)height / 2400.0f;
// 更稳妥的做法是:如果超出范围,按当前最高比例缩放
g_ScreenScaleY = (float)height / 2400.0f; // 这里的 2400 是假设值,后续可微调
g_ScreenScaleX = (float)width / 1080.0f;
// g_NeedCalibrate = false;
}
io.MousePos = ImVec2(finalX, finalY);
// 如果你发现还是点不准,最简单的暴力解法:
// 根据你的截图比例 1008/2128 ≈ 0.47
float mappedX = g_TouchData.x * ((float)width / 1080.0f); // 假设宽1080
float mappedY = g_TouchData.y * ((float)height / 2400.0f); // 假设高2400
// 或者直接使用固定比例(根据你的截图计算所得)
// mappedY = g_TouchData.y * 0.473f;
// mappedX = g_TouchData.x * 0.594f; // 1426/2400 左右
io.MousePos = ImVec2(mappedX, mappedY);
io.MouseDown[0] = g_TouchData.down;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
if (g_ShowMenu) {
ImGui::SetNextWindowPos(ImVec2(width * 0.1f, height * 0.1f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(width * 0.7f, height * 0.7f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(width * 0.8f, height * 0.8f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) {
ImGui::TextColored(ImVec4(0, 1, 0, 1), "Input: AInputQueue + HandleEvent");
ImGui::Separator();
ImGui::Text("Render Size: %d x %d", width, height);
ImGui::Text("Raw Touch: %.1f, %.1f", g_TouchData.x, g_TouchData.y);
ImGui::Text("Mapped Pos: %.1f, %.1f", mappedX, mappedY);
ImGui::Text("Mouse Pos: %.1f, %.1f", io.MousePos.x, io.MousePos.y);
ImGui::Text("WantCapture: %s", io.WantCaptureMouse ? "YES" : "NO");
ImGui::Separator();
static float manualScaleX = 0.59f;
static float manualScaleY = 0.47f;
ImGui::SliderFloat("Scale X", &manualScaleX, 0.1f, 2.0f);
ImGui::SliderFloat("Scale Y", &manualScaleY, 0.1f, 2.0f);
// 使用滑块实时调整,直到点准为止
io.MousePos = ImVec2(g_TouchData.x * manualScaleX, g_TouchData.y * manualScaleY);
ImGui::Separator();
static bool esp = false;
ImGui::Checkbox("Enable ESP", &esp);
static int range = 50;
ImGui::SliderInt("Range", &range, 0, 100);
if (ImGui::Button("Close Menu", ImVec2(120, 50))) {
// g_ShowMenu = false;
}
if (ImGui::Button("Close Menu")) { /* g_ShowMenu = false; */ }
}
ImGui::End();
}
@ -151,7 +146,7 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
}
void* init_thread(void*) {
LOGI("Plugin thread started. Waiting for game to stabilize...");
LOGI("Plugin thread started. Waiting 15s...");
sleep(15);
void* egl_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
@ -164,7 +159,7 @@ void* init_thread(void*) {
if (consume_addr) {
DobbyHook(consume_addr, (void*)hook_InputConsumer_consume, (void**)&old_consume);
LOGI("AInputQueue Hooked Successfully.");
LOGI("Input Hook Success.");
}
return nullptr;