From 378e78d9e7f968d2fc4b6dba99b3ed2157b018f4 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Mon, 6 Apr 2026 22:46:51 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 161 ++++++++++++++++++++++++++----------------------------- 1 file changed, 75 insertions(+), 86 deletions(-) diff --git a/main.cpp b/main.cpp index 8289dec4a..85551876f 100644 --- a/main.cpp +++ b/main.cpp @@ -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; }