diff --git a/main.cpp b/main.cpp index f0e04494c..699849cc4 100644 --- a/main.cpp +++ b/main.cpp @@ -15,6 +15,8 @@ #include "imgui_impl_opengl3.h" #include "dobby.h" #include +#include +#include #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; }