Update main.cpp

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gggaa2152 2026-04-06 20:24:12 +08:00 committed by GitHub
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commit 23838965bf
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main.cpp
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@ -15,37 +15,51 @@
static bool g_Initialized = false;
// --- 模拟 GitHub 流行项目的自动对齐结构 ---
// --- 高级自适应结构 ---
struct {
float x, y;
bool down;
// 自动获取的屏幕/渲染比例
float screenW = 2400.0f; // 物理宽 (从 wm size 获取)
float screenH = 3392.0f; // 物理高 (从 wm size 获取)
// 你的物理分辨率 wm size: 2400 x 3392
float screenW = 2400.0f;
float screenH = 3392.0f;
// 运行时检测到的渲染分辨率
float renderW = 1426.0f;
float renderH = 1008.0f;
// 偏移量(部分手机分屏会有黑边填充)
float offsetX = 0.0f;
float offsetY = 0.0f;
} g_Touch = {0, 0, false};
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
// 模仿 GitHub 开源库:百分比坐标转换算法
// 这种方法不依赖死固定的比例,兼容性最强
// 核心映射函数:解决“点不准”的根源
void update_touch_position(float rawX, float rawY) {
// 逻辑:将物理坐标(0~2400)映射到渲染坐标(0~1426)
// 如果还是不准,通常是因为系统在分屏上方或左侧留了空隙
float scaleX = g_Touch.renderW / g_Touch.screenW;
float scaleY = g_Touch.renderH / g_Touch.screenH;
// 自动修正坐标:假设分屏是在屏幕顶部或左侧开始的
// 如果你的分屏是在屏幕中间,这个公式会通过 renderW/H 自动适配
g_Touch.x = (rawX * scaleX);
g_Touch.y = (rawY * scaleY);
// 容错处理:防止坐标超出菜单边界
if(g_Touch.x < 0) g_Touch.x = 0;
if(g_Touch.y < 0) g_Touch.y = 0;
}
void handle_android_event(AInputEvent* event) {
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
// 1. 获取物理触碰点 (0 ~ 2400)
float rawX = AMotionEvent_getX(event, 0);
float rawY = AMotionEvent_getY(event, 0);
float rx = AMotionEvent_getX(event, 0);
float ry = AMotionEvent_getY(event, 0);
// 2. 获取当前 ImGui 的显示区域 (渲染大小)
ImGuiIO& io = ImGui::GetIO();
float renderW = io.DisplaySize.x;
float renderH = io.DisplaySize.y;
// 3. 百分比映射逻辑 (GitHub 大神常用公式)
// 手指在屏幕的位置百分比 * 游戏渲染的实际像素
g_Touch.x = (rawX / g_Touch.screenW) * renderW;
g_Touch.y = (rawY / g_Touch.screenH) * renderH;
update_touch_position(rx, ry);
if (action == AMOTION_EVENT_ACTION_DOWN) {
g_Touch.down = true;
@ -55,7 +69,7 @@ void handle_android_event(AInputEvent* event) {
}
}
// Hook 输入消费流
// Hook InputConsumer::consume
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;
@ -67,75 +81,91 @@ int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) {
return res;
}
// 渲染主钩子
// 渲染钩子
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
EGLint w, h;
eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
// 动态更新渲染尺寸
g_Touch.renderW = (float)w;
g_Touch.renderH = (float)h;
if (!g_Initialized) {
LOGI("ImGui Init: %d x %d", w, h);
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
// 自动适配 UI 大小 (GitHub 风格:根据宽度自动缩放字体)
float scale = (float)w / 1440.0f;
ImGui::GetStyle().ScaleAllSizes(3.0f * scale);
ImGui::GetIO().FontGlobalScale = 3.0f * scale;
// 缩放适配:基于 1080p 标准缩放 UI
float base_scale = (float)w / 1080.0f;
if(base_scale < 1.0f) base_scale = 1.0f;
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(3.0f * base_scale);
ImGui::GetIO().FontGlobalScale = 3.0f * base_scale;
g_Initialized = true;
}
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)w, (float)h);
// 传递百分比对齐后的坐标
io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH);
io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
io.MouseDown[0] = g_Touch.down;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 绘制点击反馈 (GitHub 调试必备)
// --- 调试辅助线:帮你定位为什么不准 ---
if (g_Touch.down) {
ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 15.0f, IM_COL32(0, 255, 0, 255));
// 画一个大十字架跟随映射后的坐标
ImDrawList* draw = ImGui::GetForegroundDrawList();
draw->AddLine(ImVec2(0, g_Touch.y), ImVec2(g_Touch.renderW, g_Touch.y), IM_COL32(255, 255, 0, 200), 2.0f);
draw->AddLine(ImVec2(g_Touch.x, 0), ImVec2(g_Touch.x, g_Touch.renderH), IM_COL32(255, 255, 0, 200), 2.0f);
}
ImGui::SetNextWindowPos(ImVec2(w * 0.1f, h * 0.1f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.6f, h * 0.4f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.8f, h * 0.5f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("AndKitty GitHub Mode", nullptr, ImGuiWindowFlags_NoCollapse)) {
ImGui::Text("Screen: %.0f x %.0f", g_Touch.screenW, g_Touch.screenH);
ImGui::Text("Render: %d x %d", w, h);
if (ImGui::Begin("AndKitty Auto-Fix", nullptr, ImGuiWindowFlags_NoCollapse)) {
ImGui::Text("Physical: 2400 x 3392");
ImGui::Text("Render: %.0f x %.0f", g_Touch.renderW, g_Touch.renderH);
ImGui::Separator();
static bool cheat_esp = true;
ImGui::Checkbox("ESP Overlay", &cheat_esp);
if (ImGui::Button("Reset Menu", ImVec2(-1, 80))) {
ImGui::SetWindowPos(ImVec2(100, 100));
// 显示当前计算出的缩放比,方便对比
ImGui::Text("Scale: X=%.3f, Y=%.3f", g_Touch.renderW/g_Touch.screenW, g_Touch.renderH/g_Touch.screenH);
ImGui::Text("Mouse: %.1f, %.1f", g_Touch.x, g_Touch.y);
if (ImGui::Button("Reset Menu", ImVec2(-1, 100))) {
ImGui::SetWindowPos(ImVec2(10, 10));
}
static bool test = false;
ImGui::Checkbox("Feature Toggle", &test);
ImGui::End();
}
ImGui::Render();
// 强制顶层渲染逻辑
GLint depth_test;
glGetIntegerv(GL_DEPTH_TEST, &depth_test);
// GL 状态恢复
GLint last_depth;
glGetIntegerv(GL_DEPTH_TEST, &last_depth);
glDisable(GL_DEPTH_TEST);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if (depth_test) glEnable(GL_DEPTH_TEST);
if (last_depth) glEnable(GL_DEPTH_TEST);
return old_eglSwapBuffers(dpy, surface);
}
void* init_thread(void*) {
// 5秒延迟
sleep(5);
// Hook 渲染
DobbyHook((void*)dlsym(RTLD_DEFAULT, "eglSwapBuffers"), (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
// Hook 输入 (采用 libinput.so 符号)
// Hook EGL
void* egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
// Hook Input (libinput.so)
const char* sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE";
void* addr = DobbySymbolResolver("libinput.so", sym);
if (addr) DobbyHook(addr, (void*)hook_consume, (void**)&old_consume);