Update main.cpp

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gggaa2152 2026-04-06 19:28:45 +08:00 committed by GitHub
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commit 1b57538b16
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@ -17,53 +17,63 @@
static bool g_Initialized = false;
static bool g_ShowMenu = true;
// 存储自动校准后的比例和状态
// 增强型自适应状态存储
struct {
float x, y;
float x, y; // 映射后的坐标
bool down;
float scaleX = 1.0f; // 默认缩放
float scaleX = 1.0f;
float scaleY = 1.0f;
bool calibrated = false; // 是否已完成首次校准
float offsetX = 0.0f; // 窗口偏移修正
float offsetY = 0.0f;
bool calibrated = false;
// 探测到的原始数据(用于 UI 显示辅助调试)
float lastRawX, lastRawY;
float lastLocalX, lastLocalY;
} g_Touch = {0, 0, false};
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
// 核心自适应处理:自动校准逻辑
// 核心自适应处理:双坐标对齐逻辑
void handle_android_event(AInputEvent* event, float renderW, float renderH) {
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
// 获取逻辑坐标 (系统分发的,可能基于 3392x2400)
float x = AMotionEvent_getX(event, 0);
float y = AMotionEvent_getY(event, 0);
// 1. 获取相对窗口的逻辑坐标
float lx = AMotionEvent_getX(event, 0);
float ly = AMotionEvent_getY(event, 0);
// 如果还没有校准,我们通过 AInputEvent 的内部属性动态计算
// 逻辑:如果逻辑坐标 x 远大于渲染宽度 renderW,说明需要缩放
// 2. 获取屏幕绝对坐标(用于分析偏移)
static auto _getRawX = (float (*)(const AInputEvent*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getRawX");
static auto _getRawY = (float (*)(const AInputEvent*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getRawY");
float rx = _getRawX ? _getRawX(event, 0) : lx;
float ry = _getRawY ? _getRawY(event, 0) : ly;
g_Touch.lastLocalX = lx; g_Touch.lastLocalY = ly;
g_Touch.lastRawX = rx; g_Touch.lastRawY = ry;
// 3. 首次点击自动校准逻辑
if (!g_Touch.calibrated && action == AMOTION_EVENT_ACTION_DOWN) {
// 假设系统最大逻辑坐标是容器宽度,我们通过它和当前渲染宽度的比例来对齐
// 常见的 Android 逻辑单位基准是 3392.0f, 这里我们做动态探测
if (x > renderW || y > renderH) {
g_Touch.scaleX = renderW / 3392.0f; // 你的 Requested w 默认值
g_Touch.scaleY = renderH / 2400.0f; // 你的 Requested h 默认值
// 针对王者荣耀分屏模式的经验公式
// 如果逻辑坐标很大(如 > 3000),说明它基于 RequestedSize 3392
if (lx > renderW || ly > renderH || lx > 2000) {
g_Touch.scaleX = renderW / 3392.0f;
g_Touch.scaleY = renderH / 2400.0f;
} else {
g_Touch.scaleX = 1.0f;
g_Touch.scaleY = 1.0f;
}
g_Touch.calibrated = true;
LOGI("Auto Calibrated: ScaleX=%.3f, ScaleY=%.3f", g_Touch.scaleX, g_Touch.scaleY);
g_Touch.calibrated = true;
LOGI("Auto Calibrate: Scale(%.3f, %.3f)", g_Touch.scaleX, g_Touch.scaleY);
}
// 应用缩放系数,将坐标映射回 ImGui 渲染区域
g_Touch.x = x * g_Touch.scaleX;
g_Touch.y = y * g_Touch.scaleY;
// 4. 计算最终坐标:(原始坐标 + 偏移量) * 缩放
g_Touch.x = (lx + g_Touch.offsetX) * g_Touch.scaleX;
g_Touch.y = (ly + g_Touch.offsetY) * g_Touch.scaleY;
if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down = true;
else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down = false;
if (g_Touch.down) {
LOGI("Touch Event: Logic(%.1f, %.1f) -> Mapped(%.1f, %.1f)", x, y, g_Touch.x, g_Touch.y);
}
}
}
@ -86,9 +96,8 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
if (!g_Initialized) {
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
ImGui::GetStyle().ScaleAllSizes(3.0f); // 针对高分屏放大 UI
ImGui::GetStyle().ScaleAllSizes(3.0f);
g_Initialized = true;
LOGI("ImGui Init: %d x %d", w, h);
}
ImGuiIO& io = ImGui::GetIO();
@ -99,24 +108,40 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 在触碰点画一个红色指示圆圈,用于验证是否完全对齐
// 辅助圆圈:红点
if (g_Touch.down) {
ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 255));
ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 25.0f, IM_COL32(255, 0, 0, 255));
ImGui::GetBackgroundDrawList()->AddCircle(io.MousePos, 40.0f, IM_COL32(255, 255, 255, 255), 12, 2.0f);
}
if (g_ShowMenu) {
ImGui::Begin("AndKitty Auto-Adaptive", &g_ShowMenu);
ImGui::Text("Render Res: %.0f x %.0f", io.DisplaySize.x, io.DisplaySize.y);
ImGui::Text("Touch Pos: %.1f, %.1f", g_Touch.x, g_Touch.y);
ImGui::SetNextWindowSize(ImVec2(w * 0.8f, 0), ImGuiCond_Once);
ImGui::Begin("AndKitty Final Fixer", &g_ShowMenu);
ImGui::Text("Render: %.0f x %.0f", io.DisplaySize.x, io.DisplaySize.y);
ImGui::Text("Local Input: %.1f, %.1f", g_Touch.lastLocalX, g_Touch.lastLocalY);
ImGui::Text("Mapped ImGui: %.1f, %.1f", g_Touch.x, g_Touch.y);
ImGui::Separator();
ImGui::Text("Calibration (If red dot is not under finger):");
if (ImGui::SliderFloat("Manual Scale X", &g_Touch.scaleX, 0.1f, 2.0f)) g_Touch.calibrated = true;
if (ImGui::SliderFloat("Manual Scale Y", &g_Touch.scaleY, 0.1f, 2.0f)) g_Touch.calibrated = true;
if (ImGui::Button("Reset Calibration", ImVec2(-1, 80))) {
ImGui::SliderFloat("Scale X", &g_Touch.scaleX, 0.1f, 1.5f, "%.4f");
ImGui::SliderFloat("Scale Y", &g_Touch.scaleY, 0.1f, 1.5f, "%.4f");
ImGui::SliderFloat("Offset X (Horizontal)", &g_Touch.offsetX, -500.0f, 500.0f, "%.0f");
ImGui::SliderFloat("Offset Y (Vertical)", &g_Touch.offsetY, -500.0f, 500.0f, "%.0f");
if (ImGui::Button("Quick Sync (3392 Mode)", ImVec2(w*0.4f, 80))) {
g_Touch.scaleX = w / 3392.0f;
g_Touch.scaleY = h / 2400.0f;
g_Touch.calibrated = true;
}
ImGui::SameLine();
if (ImGui::Button("Reset All", ImVec2(w*0.4f, 80))) {
g_Touch.scaleX = 1.0f; g_Touch.scaleY = 1.0f;
g_Touch.offsetX = 0.0f; g_Touch.offsetY = 0.0f;
g_Touch.calibrated = false;
}
if (ImGui::Button("Close Menu", ImVec2(-1, 80))) g_ShowMenu = false;
ImGui::End();
}
@ -135,7 +160,7 @@ void* init_thread(void*) {
void* consume = DobbySymbolResolver("libinput.so", sym);
if (consume) {
DobbyHook(consume, (void*)hook_consume, (void**)&old_consume);
LOGI("InputConsumer Hooked.");
LOGI("Input System Hooked.");
}
return nullptr;
}