From 3ed773db3113820a9cbc1cf765a2616177dc376e Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Mon, 6 Apr 2026 08:45:50 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 130 ++++++++++++++++++++++++++++++++++++++++--------------- 1 file changed, 94 insertions(+), 36 deletions(-) diff --git a/main.cpp b/main.cpp index c65c7e811..84fda1ecd 100644 --- a/main.cpp +++ b/main.cpp @@ -1,6 +1,7 @@ #include #include #include +#include #include #include #include @@ -13,72 +14,129 @@ #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) static bool g_Initialized = false; +static bool g_ShowMenu = true; + typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; -// 渲染钩子函数 +// --- 触摸处理逻辑 --- +// 处理 Android 原始输入事件并同步给 ImGui +bool HandleAndroidInput(AInputEvent* event, ImGuiIO& io) { + int32_t type = AInputEvent_getType(event); + if (type == AINPUT_EVENT_TYPE_MOTION) { + int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; + float x = AMotionEvent_getX(event, 0); + float y = AMotionEvent_getY(event, 0); + + io.MousePos = ImVec2(x, y); + + if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) { + io.MouseDown[0] = true; + } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP) { + io.MouseDown[0] = false; + } + + // 如果点击在 ImGui 窗口上,返回 true 以拦截事件,不传给游戏 + return ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) || ImGui::IsAnyItemHovered(); + } + return false; +} + +// Hook 目标:AInputQueue_getEvent (这是 Android Native 游戏获取触摸的最上层接口) +typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent); +static p_AInputQueue_getEvent old_getEvent = nullptr; + +int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) { + int32_t res = old_getEvent(queue, outEvent); + if (res >= 0 && g_ShowMenu && g_Initialized) { + // 将事件发给 ImGui 处理 + if (HandleAndroidInput(*outEvent, ImGui::GetIO())) { + // 如果 ImGui 消耗了此事件,我们可以在此处对 event 进行 finish 处理 + // 但为了稳定性,通常我们只同步坐标而不完全拦截,或者根据需要返回 + } + } + return res; +} + +// 渲染钩子 EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (!g_Initialized) { - LOGI("Successfully Entered Hook! Initializing ImGui..."); - - // 获取真实的屏幕分辨率 + LOGI("Initializing ImGui for SGame..."); EGLint width, height; eglQuerySurface(dpy, surface, EGL_WIDTH, &width); eglQuerySurface(dpy, surface, EGL_HEIGHT, &height); - LOGI("Detected Display Size: %d x %d", width, height); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)width, (float)height); - // 设置基本样式,让菜单大一点 - ImGui::GetStyle().ScaleAllSizes(3.0f); + // 针对王者高分辨率屏优化缩放 + float scale = (float)width / 1920.0f; + ImGui::GetStyle().ScaleAllSizes(scale > 1.2f ? scale : 1.2f); ImGui_ImplOpenGL3_Init("#version 300 es"); g_Initialized = true; - LOGI("ImGui Initialized Successfully!"); + LOGI("ImGui Render Initialized: %d x %d", width, height); } - ImGui_ImplOpenGL3_NewFrame(); - ImGui::NewFrame(); + if (g_ShowMenu) { + ImGui_ImplOpenGL3_NewFrame(); + ImGui::NewFrame(); - // 强制显示一个简单的测试窗口 - ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(600, 400), ImGuiCond_FirstUseEver); - - if (ImGui::Begin("AndKitty Menu", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) { - ImGui::TextColored(ImVec4(1,1,0,1), "Plugin Status: ACTIVE"); - ImGui::Separator(); - ImGui::Text("Package: com.tencent.jkchess"); - static bool test_check = true; - ImGui::Checkbox("Test Feature", &test_check); - if (ImGui::Button("Close Menu")) { - // 逻辑处理 + ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 380), ImGuiCond_FirstUseEver); + + if (ImGui::Begin("AndKitty Menu (SGame)", &g_ShowMenu)) { + ImGui::TextColored(ImVec4(0, 1, 0, 1), "Touch Status: Hooked"); + ImGui::Separator(); + + static bool esp_line = false; + ImGui::Checkbox("ESP Line", &esp_line); + + static float f_val = 0.5f; + ImGui::SliderFloat("FOV", &f_val, 0.0f, 1.0f); + + if (ImGui::Button("Hide Menu")) { + g_ShowMenu = false; + } } ImGui::End(); - } - ImGui::Render(); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + ImGui::Render(); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + } return old_eglSwapBuffers(dpy, surface); } void* init_thread(void*) { - LOGI("Step 1: Thread Started, sleeping 10s..."); + LOGI("Plugin thread: Waiting 10s for SGame environment..."); sleep(10); - LOGI("Step 2: Searching for eglSwapBuffers..."); - // 使用 dlsym 确保获取的是 libEGL.so 里的导出符号地址 - void* sym_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); - - if (sym_addr) { - LOGI("Step 3: Found addr at %p, Hooking...", sym_addr); - DobbyHook(sym_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); - LOGI("Step 4: All Done!"); - } else { - LOGI("Step 3: Failed to find symbol!"); + // 1. Hook 渲染 + void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); + if (swap_addr) { + LOGI("Hooking eglSwapBuffers..."); + DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); } + + // 2. Hook 输入 (针对王者荣耀这种 Native 架构) + void* getEvent_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent"); + if (getEvent_addr) { + LOGI("Hooking AInputQueue_getEvent for Touch..."); + DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent); + } else { + // 备选方案:尝试从 libandroid.so 加载 + void* h_android = dlopen("libandroid.so", RTLD_NOW); + if (h_android) { + getEvent_addr = dlsym(h_android, "AInputQueue_getEvent"); + if (getEvent_addr) { + DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent); + } + } + } + + LOGI("Hooking Process Completed. Ready for SGame."); return nullptr; }