Update main.cpp

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gggaa2152 2026-04-06 22:46:51 +08:00 committed by GitHub
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commit 378e78d9e7
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main.cpp
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@ -10,61 +10,52 @@
#include "imgui_impl_android.h"
#include "imgui_impl_opengl3.h"
#define TAG "Gemma4_Drive"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
#define TAG "MT_Drive"
static bool g_Initialized = false;
// --- Gemma 4.0 核心自适应结构 ---
// --- MT 专用可视化校准结构 ---
struct {
float x, y;
bool down;
// 系统底层的真实数据
float rawX = 0.0f;
float rawY = 0.0f;
// 映射到 ImGui 的数据
float mappedX = 0.0f;
float mappedY = 0.0f;
bool down = false;
// 渲染表面的实际物理像素尺寸 (由 eglQuerySurface 实时获取)
float renderW = 0.0f;
float renderH = 0.0f;
// 自动对齐监控:物理全屏 vs 窗口内
float autoOffsetX = 0.0f;
float autoOffsetY = 0.0f;
} g_Touch = {0, 0, false};
// 校准参数 (默认 1:1)
float scaleX = 1.0f;
float scaleY = 1.0f;
float offsetX = 0.0f;
float offsetY = 0.0f;
} g_Touch;
// 修复:必须在此声明原始函数指针,防止编译报错
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;
// 动态获取安卓底层函数,用于跨设备对齐
typedef float (*p_AMotionEvent_getRawX)(const AInputEvent* motion_event, size_t pointer_index);
typedef float (*p_AMotionEvent_getRawY)(const AInputEvent* motion_event, size_t pointer_index);
static p_AMotionEvent_getRawX g_getRawX = nullptr;
static p_AMotionEvent_getRawY g_getRawY = nullptr;
/**
* Gemma 4.0 自动对齐算法:
* 1. 放弃所有写死的 2400 或 3392 等数值。
* 2. 信任 InputConsumer 分发的 winX/winY (窗口内坐标)。
* 3. 强制 ImGui 的 DisplaySize 与游戏的渲染 Surface 对齐。
*/
void handle_android_event(AInputEvent* event) {
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
// 获取窗口内相对坐标 (分屏模式下系统会自动处理大部分偏移)
float winX = AMotionEvent_getX(event, 0);
float winY = AMotionEvent_getY(event, 0);
// 1. 获取系统传来的绝对生肉坐标
float currentRawX = AMotionEvent_getX(event, 0);
float currentRawY = AMotionEvent_getY(event, 0);
// 计算与物理全屏的偏移量 (用于显示调试信息)
if (g_getRawX && g_getRawY) {
g_Touch.autoOffsetX = g_getRawX(event, 0) - winX;
g_Touch.autoOffsetY = g_getRawY(event, 0) - winY;
}
g_Touch.rawX = currentRawX;
g_Touch.rawY = currentRawY;
// 将坐标同步给 ImGui 变量
g_Touch.x = winX;
g_Touch.y = winY;
// 2. 映射公式:(原始 + 偏移) * 缩放
g_Touch.mappedX = (currentRawX + g_Touch.offsetX) * g_Touch.scaleX;
g_Touch.mappedY = (currentRawY + g_Touch.offsetY) * g_Touch.scaleY;
if (action == AMOTION_EVENT_ACTION_DOWN) {
g_Touch.down = true;
@ -74,7 +65,6 @@ void handle_android_event(AInputEvent* event) {
}
}
// Hook 输入层
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) {
@ -83,13 +73,11 @@ int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) {
return res;
}
// Hook 渲染层
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
EGLint w, h;
eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
// 渲染尺寸有效性保护
if (w <= 0 || h <= 0) return old_eglSwapBuffers(dpy, surface);
g_Touch.renderW = (float)w;
@ -99,92 +87,93 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
// 根据高度动态适配 UI 大小,解决不同设备 DPI 差异
float uiScale = (float)h / 1080.0f;
// 放大 UI 以防看不清或点不到
float uiScale = (float)h / 1000.0f;
if (uiScale < 1.0f) uiScale = 1.0f;
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(3.0f * uiScale);
ImGui::GetIO().FontGlobalScale = 3.0f * uiScale;
style.WindowRounding = 10.0f;
ImGui::GetStyle().ScaleAllSizes(3.5f * uiScale);
ImGui::GetIO().FontGlobalScale = 3.5f * uiScale;
g_Initialized = true;
}
ImGuiIO& io = ImGui::GetIO();
// 强制同步渲染区域,这是全对齐的核心逻辑
io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH);
io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
io.MousePos = ImVec2(g_Touch.mappedX, g_Touch.mappedY);
io.MouseDown[0] = g_Touch.down;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 在指尖绘制绿色探测圈 (如果绿圈准了,菜单就一定准)
// 绘制准星(这代表游戏接收到的坐标)
if (g_Touch.down) {
ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 30.0f, IM_COL32(0, 255, 0, 255), 12, 4.0f);
ImDrawList* draw = ImGui::GetForegroundDrawList();
draw->AddLine(ImVec2(0, g_Touch.mappedY), ImVec2(g_Touch.renderW, g_Touch.mappedY), IM_COL32(0, 255, 0, 255), 3.0f);
draw->AddLine(ImVec2(g_Touch.mappedX, 0), ImVec2(g_Touch.mappedX, g_Touch.renderH), IM_COL32(0, 255, 0, 255), 3.0f);
draw->AddCircleFilled(ImVec2(g_Touch.mappedX, g_Touch.mappedY), 25.0f, IM_COL32(255, 0, 0, 255));
}
ImGui::SetNextWindowPos(ImVec2(w * 0.1f, h * 0.1f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.8f, h * 0.6f), ImGuiCond_FirstUseEver);
// --- 极简调试看板 ---
ImGui::SetNextWindowPos(ImVec2(20, 20), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.9f, h * 0.8f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("AndKitty Gemma 4.0 Alignment", nullptr, ImGuiWindowFlags_NoCollapse)) {
ImGui::Text("Current Surface: %.0f x %.0f", g_Touch.renderW, g_Touch.renderH);
ImGui::Text("Window Offset: X:%.1f Y:%.1f", g_Touch.autoOffsetX, g_Touch.autoOffsetY);
if (ImGui::Begin("MT Visual Calibration", nullptr, ImGuiWindowFlags_NoCollapse)) {
// 第一步展示区:系统原生数据
ImGui::TextColored(ImVec4(1,1,0,1), "【1】看这里获取坐标 (Raw)");
ImGui::Text("系统原坐标 RAW X: %.1f", g_Touch.rawX);
ImGui::Text("系统原坐标 RAW Y: %.1f", g_Touch.rawY);
ImGui::Separator();
ImGui::TextColored(ImVec4(0, 1, 0, 1), "Gemma 4.0 Driver Active");
ImGui::Text("This mode auto-detects split-screen & sidebar.");
// 大按钮调节区 (防止滑块点不准)
ImGui::TextColored(ImVec4(0,1,1,1), "【2】如果不准,用大按键调节");
ImGui::Text("当前 Offset X: %.1f", g_Touch.offsetX);
if (ImGui::Button("Reset Menu Position", ImVec2(-1, 100))) {
ImGui::SetWindowPos(ImVec2(50, 50));
ImVec2 btnSize(140, 90); // 巨大按钮
if (ImGui::Button("-100 X", btnSize)) g_Touch.offsetX -= 100.0f; ImGui::SameLine();
if (ImGui::Button("-10 X", btnSize)) g_Touch.offsetX -= 10.0f; ImGui::SameLine();
if (ImGui::Button("+10 X", btnSize)) g_Touch.offsetX += 10.0f; ImGui::SameLine();
if (ImGui::Button("+100 X", btnSize)) g_Touch.offsetX += 100.0f;
ImGui::Text("当前 Offset Y: %.1f", g_Touch.offsetY);
if (ImGui::Button("-100 Y", btnSize)) g_Touch.offsetY -= 100.0f; ImGui::SameLine();
if (ImGui::Button("-10 Y", btnSize)) g_Touch.offsetY -= 10.0f; ImGui::SameLine();
if (ImGui::Button("+10 Y", btnSize)) g_Touch.offsetY += 10.0f; ImGui::SameLine();
if (ImGui::Button("+100 Y", btnSize)) g_Touch.offsetY += 100.0f;
ImGui::Separator();
ImGui::Text("当前 Scale X: %.3f | Scale Y: %.3f", g_Touch.scaleX, g_Touch.scaleY);
if (ImGui::Button("-0.1 SX", btnSize)) g_Touch.scaleX -= 0.1f; ImGui::SameLine();
if (ImGui::Button("+0.1 SX", btnSize)) g_Touch.scaleX += 0.1f; ImGui::SameLine();
if (ImGui::Button("-0.1 SY", btnSize)) g_Touch.scaleX -= 0.1f; ImGui::SameLine();
if (ImGui::Button("+0.1 SY", btnSize)) g_Touch.scaleX += 0.1f;
ImGui::Separator();
if (ImGui::Button("重置所有参数 (RESET)", ImVec2(-1, 100))) {
g_Touch.offsetX = 0; g_Touch.offsetY = 0;
g_Touch.scaleX = 1.0f; g_Touch.scaleY = 1.0f;
}
static bool feature_test = true;
ImGui::Checkbox("Enable Visual Test", &feature_test);
ImGui::End();
}
ImGui::Render();
// 渲染前关闭深度测试,防止 UI 被游戏物体遮挡
GLint last_program;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_depth;
glGetIntegerv(GL_DEPTH_TEST, &last_depth);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// 恢复渲染程序,防止干扰游戏
glUseProgram(last_program);
if (last_depth) glEnable(GL_DEPTH_TEST);
return old_eglSwapBuffers(dpy, surface);
}
void* init_thread(void*) {
// 延迟注入,等待游戏 Surface 初始化完毕
sleep(6);
// 加载底层坐标获取函数
void* libandroid = dlopen("libandroid.so", RTLD_NOW);
if (libandroid) {
g_getRawX = (p_AMotionEvent_getRawX)dlsym(libandroid, "AMotionEvent_getRawX");
g_getRawY = (p_AMotionEvent_getRawY)dlsym(libandroid, "AMotionEvent_getRawY");
}
// Hook 渲染 (eglSwapBuffers)
void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (sym_egl) {
DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
}
if (sym_egl) DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
// Hook 输入 (InputConsumer)
void* consume_addr = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
if (consume_addr) {
DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume);
}
if (consume_addr) DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume);
return nullptr;
}