Update main.cpp

This commit is contained in:
gggaa2152 2026-04-06 09:22:06 +08:00 committed by GitHub
parent e5df7d016f
commit 3a65790c21
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194

136
main.cpp
View File

@ -15,6 +15,8 @@
#include "imgui_impl_opengl3.h"
#include "dobby.h"
#include <android/log.h>
#include <android/input.h>
#include <android/keycodes.h>
#define LOG_TAG "AndKitty_Menu"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__)
@ -32,38 +34,36 @@ struct {
bool down;
} g_TouchState = {0.0f, 0.0f, false};
// --- Unity 函数指针 ---
typedef bool (*p_GetMouseButton)(int button);
static p_GetMouseButton old_GetMouseButton = nullptr;
typedef void* (*p_get_mousePosition)(void* outPos);
static p_get_mousePosition old_get_mousePosition = nullptr;
// --- 原函数指针 ---
typedef int (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** out_event);
static p_AInputQueue_getEvent old_getEvent = nullptr;
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
// --- Hook 回调 ---
bool hook_GetMouseButton(int button) {
if (old_GetMouseButton) {
bool res = old_GetMouseButton(button);
if (button == 0) g_TouchState.down = res;
return res;
}
return false;
}
// --- 【核心】底层输入拦截器 ---
int hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** out_event) {
int res = old_getEvent(queue, out_event);
if (res >= 0 && out_event != nullptr && *out_event != nullptr) {
AInputEvent* event = *out_event;
int type = AInputEvent_getType(event);
if (type == AINPUT_EVENT_TYPE_MOTION) {
int action = AMotionEvent_getAction(event);
int action_code = action & AMOTION_EVENT_ACTION_MASK;
// 记录第一个手指的坐标
g_TouchState.x = AMotionEvent_getX(event, 0);
g_TouchState.y = AMotionEvent_getY(event, 0);
void* hook_get_mousePosition(void* outPos) {
if (old_get_mousePosition) {
void* res = old_get_mousePosition(outPos);
if (outPos) {
float* pos = (float*)outPos;
g_TouchState.x = pos[0];
// 只有拿到屏幕高度后才进行 Y 轴翻转,否则先存原始值
g_TouchState.y = (g_ScreenHeight > 0) ? (g_ScreenHeight - pos[1]) : pos[1];
if (action_code == AMOTION_EVENT_ACTION_DOWN || action_code == AMOTION_EVENT_ACTION_POINTER_DOWN) {
g_TouchState.down = true;
} else if (action_code == AMOTION_EVENT_ACTION_UP || action_code == AMOTION_EVENT_ACTION_POINTER_UP || action_code == AMOTION_EVENT_ACTION_CANCEL) {
g_TouchState.down = false;
}
}
return res;
}
return outPos;
return res;
}
// --- 渲染逻辑 ---
@ -78,18 +78,10 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
if (!g_Initialized) {
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
// 针对移动端的优化设置
io.IniFilename = nullptr;
ImGui::StyleColorsDark();
ImGui_ImplOpenGL3_Init("#version 300 es");
// 字体缩放适配高分屏
ImGui::GetStyle().ScaleAllSizes(3.0f);
g_Initialized = true;
LOGI("ImGui Render Init Success: %.fx%.f", g_ScreenWidth, g_ScreenHeight);
LOGI("ImGui Init: %.fx%.f", g_ScreenWidth, g_ScreenHeight);
}
ImGui_ImplOpenGL3_NewFrame();
@ -99,26 +91,22 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2(g_ScreenWidth, g_ScreenHeight);
// 关键:强制注入 Unity 捕获的坐标
// 强制注入从 AInputQueue 拦截到的坐标
io.MousePos = ImVec2(g_TouchState.x, g_TouchState.y);
io.MouseDown[0] = g_TouchState.down;
ImGui::SetNextWindowSize(ImVec2(550, 400), ImGuiCond_FirstUseEver);
if (ImGui::Begin("AndKitty SGame Debugger", &g_ShowMenu)) {
ImGui::TextColored(ImVec4(0, 1, 0, 1), "Input Mode: Unity Global Hook");
ImGui::SetNextWindowSize(ImVec2(500, 450), ImGuiCond_FirstUseEver);
if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) {
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Input: AInputQueue Hooked");
ImGui::Separator();
ImGui::Text("Screen: %.0f x %.0f", g_ScreenWidth, g_ScreenHeight);
ImGui::Text("Touch Pos: %.1f, %.1f", g_TouchState.x, g_TouchState.y);
ImGui::Text("Touch Status: %s", g_TouchState.down ? "DOWN" : "UP");
ImGui::Text("Status: %s", g_TouchState.down ? "DOWN" : "UP");
ImGui::Separator();
static bool esp = false;
ImGui::Checkbox("Enable ESP Line", &esp);
if (ImGui::Button("Reset Touch State")) {
g_TouchState.down = false;
}
static float speed = 5.0f;
ImGui::SliderFloat("Speed", &speed, 1.0f, 10.0f);
if (ImGui::Button("Close Menu")) g_ShowMenu = false;
}
@ -130,61 +118,27 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
return old_eglSwapBuffers(dpy, surface);
}
// --- 自动搜索符号并 Hook ---
// --- 初始化线程 ---
void* init_thread(void*) {
LOGI("Plugin thread started. Waiting for libunity.so...");
LOGI("Plugin thread started. Waiting for libs...");
void* handle = nullptr;
while (!handle) {
handle = dlopen("libunity.so", RTLD_NOW);
if (!handle) usleep(500000);
}
LOGI("libunity.so found at %p", handle);
// 1. Hook SwapBuffers (渲染)
void* egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
// 2. 尝试多种可能的 Unity 输入符号 (SGame 特化)
// 列表包含常见混淆名和标准名
const char* btn_syms[] = {
"_ZN5Unity5Input14GetMouseButtonEi",
"UnityInputGetMouseButton",
"Input_GetMouseButton",
"_ZN11UnityEngine5Input14GetMouseButtonEi"
};
const char* pos_syms[] = {
"_ZN5Unity5Input17get_mousePositionEv",
"UnityInputGetMousePosition",
"Input_get_mousePosition",
"_ZN11UnityEngine5Input17get_mousePositionEv"
};
void* get_btn = nullptr;
void* get_pos = nullptr;
for (const char* s : btn_syms) {
get_btn = dlsym(handle, s);
if (get_btn) {
LOGI("Found MouseButton Sym: %s", s);
break;
// 2. Hook AInputQueue_getEvent (libandroid.so)
// 这是 Android NativeActivity 处理输入的最底层入口,无视 Unity 符号混淆
void* libandroid = dlopen("libandroid.so", RTLD_NOW);
if (libandroid) {
void* getEvent = dlsym(libandroid, "AInputQueue_getEvent");
if (getEvent) {
DobbyHook(getEvent, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent);
LOGI("AInputQueue_getEvent Hooked at %p", getEvent);
} else {
LOGE("Failed to find AInputQueue_getEvent");
}
}
for (const char* s : pos_syms) {
get_pos = dlsym(handle, s);
if (get_pos) {
LOGI("Found MousePosition Sym: %s", s);
break;
}
}
if (get_btn) DobbyHook(get_btn, (void*)hook_GetMouseButton, (void**)&old_GetMouseButton);
if (get_pos) DobbyHook(get_pos, (void*)hook_get_mousePosition, (void**)&old_get_mousePosition);
LOGI("Hooks Final Status - Render: %p, BTN: %p, POS: %p", egl, get_btn, get_pos);
return nullptr;
}