diff --git a/main.cpp b/main.cpp index 437d209ba..d4ae359ae 100644 --- a/main.cpp +++ b/main.cpp @@ -16,7 +16,7 @@ static bool g_Initialized = false; -// --- Zero-Config Core Structure --- +// --- 零配置全自动核心结构 --- struct { float x = 0.0f; float y = 0.0f; @@ -25,20 +25,21 @@ struct { float renderW = 0.0f; float renderH = 0.0f; - // Physical screen resolution float physW = 3392.0f; float physH = 2400.0f; - bool isSizeAutoDetected = false; } g_Touch; +// --- 右下角无极缩放状态 --- +static float g_DynamicScale = 1.0f; +static float g_BaseWindowWidth = 0.0f; + 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; -// --- Auto Fetch Device Physical Resolution --- void AutoFetchDeviceResolution() { FILE* pipe = popen("wm size", "r"); if (!pipe) return; @@ -48,8 +49,6 @@ void AutoFetchDeviceResolution() { int w = 0, h = 0; if (sscanf(buffer, "Physical size: %dx%d", &w, &h) == 2 || sscanf(buffer, "Override size: %dx%d", &w, &h) == 2) { - - // Landscape force logic g_Touch.physW = (float)std::max(w, h); g_Touch.physH = (float)std::min(w, h); g_Touch.isSizeAutoDetected = true; @@ -58,7 +57,6 @@ void AutoFetchDeviceResolution() { pclose(pipe); } -// --- Input Event Handler --- void handle_android_event(AInputEvent* event) { if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; @@ -66,7 +64,6 @@ void handle_android_event(AInputEvent* event) { float rawX = AMotionEvent_getX(event, 0); float rawY = AMotionEvent_getY(event, 0); - // Auto Scaling Logic float autoScaleX = g_Touch.renderW / g_Touch.physW; float autoScaleY = g_Touch.renderH / g_Touch.physH; @@ -99,19 +96,9 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { g_Touch.renderW = (float)w; g_Touch.renderH = (float)h; - // --- 纯净原生初始化 --- if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); - - // 仅在初始化时进行一次移动端适配放大,不再干涉后续的原生运行逻辑 - float initScale = (float)h / 1000.0f; - if (initScale < 1.0f) initScale = 1.0f; - - ImGuiStyle& style = ImGui::GetStyle(); - style.ScaleAllSizes(3.5f * initScale); - ImGui::GetIO().FontGlobalScale = 3.5f * initScale; - g_Initialized = true; } @@ -120,22 +107,54 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { io.MousePos = ImVec2(g_Touch.x, g_Touch.y); io.MouseDown[0] = g_Touch.down; + // --- 核心:将窗口宽度转换为全局 UI 缩放倍率 --- + float deviceScale = (float)h / 1000.0f; + if (deviceScale < 1.0f) deviceScale = 1.0f; + float finalScale = deviceScale * g_DynamicScale; // 基础设备倍率 × 玩家拖拽倍率 + + // 备份默认样式以供每一帧缩放克隆 + static ImGuiStyle default_style; + static bool style_backed_up = false; + if (!style_backed_up) { + default_style = ImGui::GetStyle(); + style_backed_up = true; + } + + // 每一帧应用等比缩放 + ImGuiStyle& style = ImGui::GetStyle(); + style = default_style; + style.ScaleAllSizes(3.0f * finalScale); + style.WindowRounding = 12.0f; + style.WindowMinSize = ImVec2(100.0f, 100.0f); // 保证缩放后依然能缩小回来 + io.FontGlobalScale = 3.0f * finalScale; + ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); - // 绘制点击反馈点 if (g_Touch.down) { ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 200)); } - // --- 菜单 UI --- + // 初始化基准窗口宽度 (屏幕宽度的 40%) + if (g_BaseWindowWidth == 0.0f) { + g_BaseWindowWidth = w * 0.4f; + } + ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(w * 0.6f, h * 0.5f), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(g_BaseWindowWidth, h * 0.5f), ImGuiCond_FirstUseEver); - // 原汁原味的 ImGui 窗口 + // 原生窗口(允许折叠,允许拖拽拉伸) if (ImGui::Begin("Zero-Config Engine")) { - ImGui::TextColored(ImVec4(0, 1, 1, 1), "[*] Pure Native ImGui"); + // 【关键黑科技】:实时读取当前窗口的物理宽度,计算出缩放比例! + float currentWidth = ImGui::GetWindowWidth(); + g_DynamicScale = currentWidth / g_BaseWindowWidth; + + // 限制缩放极值,防止拉得太大卡死或者太小看不见 + if (g_DynamicScale < 0.4f) g_DynamicScale = 0.4f; + if (g_DynamicScale > 3.0f) g_DynamicScale = 3.0f; + + ImGui::TextColored(ImVec4(0, 1, 1, 1), "[*] Magic Resize Active"); ImGui::Separator(); ImGui::Text("Render Surface: %.0f x %.0f", g_Touch.renderW, g_Touch.renderH); @@ -145,21 +164,21 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { } else { ImGui::TextColored(ImVec4(1, 1, 0, 1), "Physical Screen: %.0f x %.0f (Fallback)", g_Touch.physW, g_Touch.physH); } - - ImGui::Text("Current Scale: X=%.4f, Y=%.4f", - g_Touch.renderW / g_Touch.physW, - g_Touch.renderH / g_Touch.physH); ImGui::Separator(); - ImGui::Text("- Drag bottom-right corner to resize."); - ImGui::Text("- Double-click title bar to collapse."); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "-> Drag bottom-right corner to Zoom UI!"); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "-> Double-click title bar to collapse."); ImGui::Separator(); static bool esp_enabled = true; ImGui::Checkbox("Enable ESP (Demo)", &esp_enabled); - - ImGui::End(); + + static float test_slider = 50.0f; + ImGui::SliderFloat("FOV Size", &test_slider, 0.0f, 100.0f); } + + // 将 End 放在 if 外面,彻底修复折叠报错问题 + ImGui::End(); ImGui::Render();