diff --git a/main.cpp b/main.cpp index a4be218c8..9ebb20a55 100644 --- a/main.cpp +++ b/main.cpp @@ -5,160 +5,138 @@ #include #include #include -#include -#include -#include #include "dobby.h" #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" -#define TAG "AndKitty_Menu" +#define TAG "AndKitty_Fixer" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) -// --- 状态存储 --- static bool g_Initialized = false; static bool g_ShowMenu = true; struct { float x, y; bool down; -} g_TouchData = {0, 0, false}; +} g_RawTouch = {0, 0, false}; -// 坐标映射修正参数 -static float g_FixedScaleX = 1.0f; -static float g_FixedScaleY = 1.0f; -static bool g_SwapXY = false; // 是否需要旋转坐标 +// 校准参数 (根据你的截图初始设定) +static float g_ScaleX = 0.594f; +static float g_ScaleY = 0.473f; +static bool g_SwapXY = false; +static bool g_FlipX = false; +static bool g_FlipY = false; -// --- 原函数指针 --- typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); 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; -void handle_motion_event(void* event) { +// 处理触摸事件 +void handle_event(void* event) { if (!event) return; - static auto _getType = (int (*)(void*))dlsym(RTLD_DEFAULT, "AInputEvent_getType"); static auto _getAction = (int (*)(void*))dlsym(RTLD_DEFAULT, "AMotionEvent_getAction"); static auto _getX = (float (*)(void*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getX"); static auto _getY = (float (*)(void*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getY"); - if (_getType && _getType(event) == AINPUT_EVENT_TYPE_MOTION) { - int action = _getAction(event) & AMOTION_EVENT_ACTION_MASK; - g_TouchData.x = _getX(event, 0); - g_TouchData.y = _getY(event, 0); - - if (action == AMOTION_EVENT_ACTION_DOWN) g_TouchData.down = true; - else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_TouchData.down = false; + if (_getType && _getType(event) == 1) { + int action = _getAction(event) & 0xff; + g_RawTouch.x = _getX(event, 0); + g_RawTouch.y = _getY(event, 0); + if (action == 0) g_RawTouch.down = true; + else if (action == 1 || action == 3) g_RawTouch.down = false; } } -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) { - handle_motion_event(*outEvent); - } - return result; +int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) { + int res = old_consume(a, b, c, d, e, f); + if (res == 0 && f && *f) handle_event(*f); + return res; } EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { - EGLint width, height; - eglQuerySurface(dpy, surface, EGL_WIDTH, &width); - eglQuerySurface(dpy, surface, EGL_HEIGHT, &height); + EGLint w, h; + eglQuerySurface(dpy, surface, EGL_WIDTH, &w); + eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); - ImGui::GetStyle().ScaleAllSizes(3.0f); + ImGui::GetStyle().ScaleAllSizes(3.0f); g_Initialized = true; } ImGuiIO& io = ImGui::GetIO(); - io.DisplaySize = ImVec2((float)width, (float)height); + io.DisplaySize = ImVec2((float)w, (float)h); + + // 计算映射后的坐标 + float tx = g_RawTouch.x; + float ty = g_RawTouch.y; + + if (g_SwapXY) { float tmp = tx; tx = ty; ty = tmp; } - // --- 核心修复逻辑:基于滑块和自动映射 --- - // 根据截图 18:55 的数据计算的初始值: - // 原始 X=1752 (其实是竖屏的 Y), 原始 Y=934 (其实是竖屏的 X) - // 渲染 W=1426, H=1008 - static float sX = 0.81f; // 1426 / 1752 左右 - static float sY = 1.07f; // 1008 / 934 左右 - static bool flipX = false; - static bool flipY = false; + float mappedX = tx * g_ScaleX; + float mappedY = ty * g_ScaleY; + + if (g_FlipX) mappedX = (float)w - mappedX; + if (g_FlipY) mappedY = (float)h - mappedY; - float finalX = g_TouchData.x * sX; - float finalY = g_TouchData.y * sY; - - if (g_SwapXY) { - finalX = g_TouchData.y * sX; - finalY = g_TouchData.x * sY; - } - - io.MousePos = ImVec2(finalX, finalY); - io.MouseDown[0] = g_TouchData.down; + io.MousePos = ImVec2(mappedX, mappedY); + io.MouseDown[0] = g_RawTouch.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); + // 1. 在背景画一个“触摸指示器” (非常有用的调试工具) + if (g_RawTouch.down) { + ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 255)); + ImGui::GetBackgroundDrawList()->AddText(ImVec2(io.MousePos.x + 30, io.MousePos.y), IM_COL32(255, 255, 0, 255), "HERE"); + } + if (g_ShowMenu) { - ImGui::SetNextWindowPos(ImVec2(10, 10), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(width * 0.9f, height * 0.9f), ImGuiCond_FirstUseEver); + ImGui::Begin("AndKitty Touch Calibrator", &g_ShowMenu); + ImGui::Text("Render: %dx%d", w, h); + ImGui::Text("Raw: %.1f, %.1f", g_RawTouch.x, g_RawTouch.y); + ImGui::Text("Mapped: %.1f, %.1f", mappedX, mappedY); - if (ImGui::Begin("AndKitty SGame Fixer", &g_ShowMenu)) { - ImGui::Text("Win: %dx%d | Raw: %.1f, %.1f", width, height, g_TouchData.x, g_TouchData.y); - ImGui::Text("Mapped: %.1f, %.1f", finalX, finalY); - ImGui::Separator(); - - // 调试滑块 - ImGui::Checkbox("Swap X/Y (旋转坐标轴)", &g_SwapXY); - ImGui::SliderFloat("Scale X (宽度映射)", &sX, 0.0f, 2.0f); - ImGui::SliderFloat("Scale Y (高度映射)", &sY, 0.0f, 2.0f); - - ImGui::Separator(); - if (ImGui::Button("自动校准 (点这里后点击屏幕右下角)", ImVec2(-1, 80))) { - // 点击后请点一下游戏小窗口的最右下角 - if (g_TouchData.x > 100 && g_TouchData.y > 100) { - if (g_TouchData.x > g_TouchData.y) { - sX = (float)width / g_TouchData.x; - sY = (float)height / g_TouchData.y; - g_SwapXY = false; - } else { - sX = (float)width / g_TouchData.y; - sY = (float)height / g_TouchData.x; - g_SwapXY = true; - } - } - } - - ImGui::Separator(); - static bool esp = false; - ImGui::Checkbox("Enable Feature", &esp); - if (ImGui::Button("Close Menu", ImVec2(200, 60))) { /* g_ShowMenu = false; */ } + ImGui::Separator(); + ImGui::Checkbox("Swap X/Y (轴翻转)", &g_SwapXY); + ImGui::Checkbox("Flip X (镜像X)", &g_FlipX); + ImGui::Checkbox("Flip Y (镜像Y)", &g_FlipY); + + ImGui::SliderFloat("Scale X", &g_ScaleX, 0.0f, 3.0f); + ImGui::SliderFloat("Scale Y", &g_ScaleY, 0.0f, 3.0f); + + if (ImGui::Button("Reset Parameters", ImVec2(-1, 60))) { + g_ScaleX = 1.0f; g_ScaleY = 1.0f; g_SwapXY = false; } + + ImGui::Separator(); + ImGui::TextColored(ImVec2(0, 1, 0), "Step: 滑动滑块,直到红点跟着手指走"); + + if (ImGui::Button("Close Menu", ImVec2(-1, 60))) { g_ShowMenu = false; } ImGui::End(); } ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - return old_eglSwapBuffers(dpy, surface); } void* init_thread(void*) { - sleep(15); - - void* egl_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); - if (egl_addr) DobbyHook(egl_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); - - const char* consume_sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"; - void* consume_addr = DobbySymbolResolver("libinput.so", consume_sym); - if (consume_addr) DobbyHook(consume_addr, (void*)hook_InputConsumer_consume, (void**)&old_consume); + sleep(15); + void* egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); + if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); + const char* sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"; + void* consume = DobbySymbolResolver("libinput.so", sym); + if (consume) DobbyHook(consume, (void*)hook_consume, (void**)&old_consume); return nullptr; } __attribute__((constructor)) void init_plugin() { - pthread_t t; - pthread_create(&t, nullptr, init_thread, nullptr); + pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }