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Update main.cpp
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main.cpp
66
main.cpp
@ -3,7 +3,6 @@
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#include <EGL/egl.h>
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#include <GLES3/gl3.h>
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#include "imgui.h"
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#include "imgui_impl_android.h"
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#include "imgui_impl_opengl3.h"
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#include "dobby.h"
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#include <android/log.h>
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@ -21,7 +20,6 @@ static float g_Width = 0, g_Height = 0;
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struct TouchState {
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float x, y;
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bool down;
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// 用于简单去抖或日志
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int frameCounter;
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} g_Touch = {0, 0, false, 0};
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@ -39,18 +37,14 @@ typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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// ---------------------------------------------------------------------
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// 真正实时更新坐标和触摸状态的 Hook 函数
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// 实时更新坐标和触摸状态
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// ---------------------------------------------------------------------
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// 辅助函数:从事件中提取动作并更新 down 状态
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static void UpdateTouchFromEvent(const AInputEvent* event, size_t pointer_index) {
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if (!event || AInputEvent_getType(event) != AINPUT_EVENT_TYPE_MOTION)
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return;
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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int32_t pointerId = AMotionEvent_getPointerId(event, pointer_index);
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// 简单起见,只跟踪第一个手指 (pointer_index == 0)
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// 如果游戏使用多指,可以根据需要扩展
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// 只跟踪第一个手指(通常菜单只需单点)
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if (pointer_index == 0) {
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if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) {
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g_Touch.down = true;
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@ -58,39 +52,30 @@ static void UpdateTouchFromEvent(const AInputEvent* event, size_t pointer_index)
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action == AMOTION_EVENT_ACTION_CANCEL) {
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g_Touch.down = false;
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}
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// MOVE 事件时保持 down 状态不变(已经为 true)
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}
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}
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// Hook getRawX: 每次游戏获取 X 坐标时更新 x 和触摸状态
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float hook_getRawX(const AInputEvent* event, size_t index) {
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if (event && old_getRawX) {
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// 先获取原始 X 坐标
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float x = old_getRawX(event, index);
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// 更新全局触摸坐标
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g_Touch.x = x;
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// 更新触摸状态(down/up)
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UpdateTouchFromEvent(event, index);
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return x;
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}
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return 0.0f;
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}
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// Hook getRawY: 每次游戏获取 Y 坐标时更新 y
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float hook_getRawY(const AInputEvent* event, size_t index) {
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if (event && old_getRawY) {
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float y = old_getRawY(event, index);
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g_Touch.y = y;
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// 再次更新状态(可选,和上面重复但无害)
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UpdateTouchFromEvent(event, index);
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return y;
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}
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return 0.0f;
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}
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// 保留对 getPointerId 的 Hook,但只转发调用,不再更新坐标(避免重复)
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int32_t hook_getPointerId(const AInputEvent* event, size_t index) {
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// 简单转发,不做额外处理
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return old_getPointerId ? old_getPointerId(event, index) : 0;
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}
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@ -98,7 +83,6 @@ int32_t hook_getPointerId(const AInputEvent* event, size_t index) {
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// 渲染 Hook
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// ---------------------------------------------------------------------
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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// 获取屏幕尺寸(仅一次或尺寸改变时更新)
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if (g_Width <= 0 || g_Height <= 0) {
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EGLint w, h;
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eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
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@ -108,33 +92,26 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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LOGI("Screen size: %.0f x %.0f", g_Width, g_Height);
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}
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// 初始化 ImGui(只一次)
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if (!g_Initialized) {
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ImGui::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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// 可选:调整样式以适应触摸屏
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ImGui::GetStyle().TouchPadding = ImVec2(10, 10);
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ImGui::GetStyle().ScaleAllSizes(2.5f);
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// 移除不兼容的样式设置(TouchPadding 和 ScaleAllSizes)
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g_Initialized = true;
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LOGI("ImGui initialized");
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}
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// 开始 ImGui 帧
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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// 更新 ImGui IO 的鼠标输入
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(g_Width, g_Height);
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io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
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io.MouseDown[0] = g_Touch.down;
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// 可选:打印调试信息(每 120 帧打印一次,避免刷屏)
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if (g_Touch.frameCounter++ % 120 == 0) {
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LOGI("Touch: (%.1f, %.1f) down=%d", g_Touch.x, g_Touch.y, g_Touch.down);
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}
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// 绘制菜单
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if (g_ShowMenu) {
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ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
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@ -154,9 +131,7 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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}
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ImGui::End();
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} else {
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// 可选:显示一个小的重新打开按钮(例如通过音量键或触摸区域,这里简单通过坐标判断)
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// 为了演示,添加一个“Show”按钮在左上角(即使菜单关闭也显示一个小区域)
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// 实际使用时建议用系统按键回调,这里简化处理
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// 小窗口用于重新显示菜单
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ImGui::SetNextWindowSize(ImVec2(100, 50), ImGuiCond_Always);
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ImGui::SetNextWindowPos(ImVec2(10, 10), ImGuiCond_Always);
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if (ImGui::Begin("Menu Controller", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) {
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@ -168,11 +143,9 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui::End();
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}
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// 渲染
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// 调用原始 eglSwapBuffers
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return old_eglSwapBuffers(dpy, surface);
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}
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@ -182,7 +155,6 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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void* init_thread(void*) {
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LOGI("Init thread started");
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// 1. Hook eglSwapBuffers(渲染)
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void* eglFunc = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (eglFunc) {
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DobbyHook(eglFunc, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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@ -191,47 +163,32 @@ void* init_thread(void*) {
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LOGE("Failed to find eglSwapBuffers");
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}
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// 2. Hook Android 输入函数(关键修复点)
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void* libandroid = dlopen("libandroid.so", RTLD_NOW);
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if (libandroid) {
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// 获取需要 Hook 的函数地址
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void* getPointerId = dlsym(libandroid, "AMotionEvent_getPointerId");
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void* getRawX = dlsym(libandroid, "AMotionEvent_getRawX");
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void* getRawY = dlsym(libandroid, "AMotionEvent_getRawY");
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// 如果找不到 RawX/RawY,回退到普通 getX/getY(相对坐标,可能不准)
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if (!getRawX) {
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getRawX = dlsym(libandroid, "AMotionEvent_getX");
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LOGI("Using AMotionEvent_getX as fallback");
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}
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if (!getRawY) {
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getRawY = dlsym(libandroid, "AMotionEvent_getY");
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LOGI("Using AMotionEvent_getY as fallback");
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}
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if (!getRawX) getRawX = dlsym(libandroid, "AMotionEvent_getX");
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if (!getRawY) getRawY = dlsym(libandroid, "AMotionEvent_getY");
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// Hook getRawX 和 getRawY(这是实时更新坐标的关键)
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if (getRawX) {
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DobbyHook(getRawX, (void*)hook_getRawX, (void**)&old_getRawX);
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LOGI("Hooked getRawX at %p", getRawX);
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} else {
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LOGE("Cannot find getX/getRawX function");
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LOGE("Cannot find getX/getRawX");
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}
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if (getRawY) {
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DobbyHook(getRawY, (void*)hook_getRawY, (void**)&old_getRawY);
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LOGI("Hooked getRawY at %p", getRawY);
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} else {
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LOGE("Cannot find getY/getRawY function");
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LOGE("Cannot find getY/getRawY");
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}
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// Hook getPointerId 保持兼容(可选)
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if (getPointerId) {
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DobbyHook(getPointerId, (void*)hook_getPointerId, (void**)&old_getPointerId);
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LOGI("Hooked getPointerId at %p", getPointerId);
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}
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dlclose(libandroid); // 注意:dlclose 可能使 dlsym 返回的地址失效,但 DobbyHook 已复制指令,通常安全。建议不要 dlclose。
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// 更安全的做法是不调用 dlclose,保持 libandroid 加载。这里注释掉 dlclose。
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// dlclose(libandroid);
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// 注意:不要 dlclose(libandroid),避免地址失效
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} else {
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LOGE("Failed to load libandroid.so");
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}
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@ -240,12 +197,9 @@ void* init_thread(void*) {
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return nullptr;
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}
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// ---------------------------------------------------------------------
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// 入口点(构造函数)
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// ---------------------------------------------------------------------
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__attribute__((constructor))
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void entry() {
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pthread_t thread;
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pthread_create(&thread, nullptr, init_thread, nullptr);
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pthread_detach(thread); // 让线程自动回收
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pthread_detach(thread);
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}
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