Update main.cpp

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gggaa2152 2026-04-06 19:33:37 +08:00 committed by GitHub
parent 1b57538b16
commit 48834af8b9
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@ -17,58 +17,50 @@
static bool g_Initialized = false;
static bool g_ShowMenu = true;
// 增强型自适应状态存储
struct {
float x, y; // 映射后的坐标
float x, y;
bool down;
float scaleX = 1.0f;
float scaleY = 1.0f;
float offsetX = 0.0f; // 窗口偏移修正
float offsetX = 0.0f;
float offsetY = 0.0f;
bool calibrated = false;
// 探测到的原始数据(用于 UI 显示辅助调试)
float lastRawX, lastRawY;
float lastLocalX, lastLocalY;
} g_Touch = {0, 0, false};
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
// 核心自适应处理:双坐标对齐逻辑
void handle_android_event(AInputEvent* event, float renderW, float renderH) {
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
// 1. 获取相对窗口的逻辑坐标
float lx = AMotionEvent_getX(event, 0);
float ly = AMotionEvent_getY(event, 0);
// 2. 获取屏幕绝对坐标(用于分析偏移)
static auto _getRawX = (float (*)(const AInputEvent*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getRawX");
static auto _getRawY = (float (*)(const AInputEvent*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getRawY");
float rx = _getRawX ? _getRawX(event, 0) : lx;
float ry = _getRawY ? _getRawY(event, 0) : ly;
g_Touch.lastLocalX = lx; g_Touch.lastLocalY = ly;
g_Touch.lastRawX = rx; g_Touch.lastRawY = ry;
g_Touch.lastLocalX = lx;
g_Touch.lastLocalY = ly;
// 3. 首次点击自动校准逻辑
// 核心修复:改进自动校准逻辑
// 只有在还没校准过,且点击的坐标明显属于“超大坐标系”时才触发
if (!g_Touch.calibrated && action == AMOTION_EVENT_ACTION_DOWN) {
// 针对王者荣耀分屏模式的经验公式
// 如果逻辑坐标很大(如 > 3000),说明它基于 RequestedSize 3392
if (lx > renderW || ly > renderH || lx > 2000) {
// 如果坐标 > 2000 且 远大于渲染宽度,判定为 3392 模式
if (lx > renderW && lx > 2000.0f) {
g_Touch.scaleX = renderW / 3392.0f;
g_Touch.scaleY = renderH / 2400.0f;
} else {
g_Touch.calibrated = true;
LOGI("Auto Sync to 3392 Mode: Scale=%.4f", g_Touch.scaleX);
} else if (lx > 0) {
// 如果坐标在渲染范围内,可能是 1:1 模式
g_Touch.scaleX = 1.0f;
g_Touch.scaleY = 1.0f;
g_Touch.calibrated = true;
LOGI("Auto Sync to 1:1 Mode");
}
g_Touch.calibrated = true;
LOGI("Auto Calibrate: Scale(%.3f, %.3f)", g_Touch.scaleX, g_Touch.scaleY);
}
// 4. 计算最终坐标:(原始坐标 + 偏移量) * 缩放
// 计算最终坐标
g_Touch.x = (lx + g_Touch.offsetX) * g_Touch.scaleX;
g_Touch.y = (ly + g_Touch.offsetY) * g_Touch.scaleY;
@ -108,38 +100,33 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 辅助圆圈:红点
// 绘制辅助红点
if (g_Touch.down) {
ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 25.0f, IM_COL32(255, 0, 0, 255));
ImGui::GetBackgroundDrawList()->AddCircle(io.MousePos, 40.0f, IM_COL32(255, 255, 255, 255), 12, 2.0f);
ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 255));
}
if (g_ShowMenu) {
ImGui::SetNextWindowSize(ImVec2(w * 0.8f, 0), ImGuiCond_Once);
ImGui::Begin("AndKitty Final Fixer", &g_ShowMenu);
ImGui::Begin("AndKitty Anti-Jump Fix", &g_ShowMenu);
ImGui::Text("Render: %.0f x %.0f", io.DisplaySize.x, io.DisplaySize.y);
ImGui::Text("Local Input: %.1f, %.1f", g_Touch.lastLocalX, g_Touch.lastLocalY);
ImGui::Text("Mapped ImGui: %.1f, %.1f", g_Touch.x, g_Touch.y);
ImGui::Separator();
ImGui::Text("Calibration (If red dot is not under finger):");
ImGui::SliderFloat("Scale X", &g_Touch.scaleX, 0.1f, 1.5f, "%.4f");
ImGui::SliderFloat("Scale Y", &g_Touch.scaleY, 0.1f, 1.5f, "%.4f");
ImGui::SliderFloat("Offset X (Horizontal)", &g_Touch.offsetX, -500.0f, 500.0f, "%.0f");
ImGui::SliderFloat("Offset Y (Vertical)", &g_Touch.offsetY, -500.0f, 500.0f, "%.0f");
ImGui::Text("Render: %d x %d", w, h);
ImGui::Text("Input Logic: %.1f, %.1f", g_Touch.lastLocalX, g_Touch.lastLocalY);
ImGui::Text("Scale: %.4f | Offset: %.1f", g_Touch.scaleX, g_Touch.offsetX);
if (ImGui::Button("Quick Sync (3392 Mode)", ImVec2(w*0.4f, 80))) {
g_Touch.scaleX = w / 3392.0f;
g_Touch.scaleY = h / 2400.0f;
g_Touch.calibrated = true;
}
ImGui::SameLine();
if (ImGui::Button("Reset All", ImVec2(w*0.4f, 80))) {
g_Touch.scaleX = 1.0f; g_Touch.scaleY = 1.0f;
g_Touch.offsetX = 0.0f; g_Touch.offsetY = 0.0f;
ImGui::Separator();
// 允许手动微调,且调整后不再自动校准(除非重置)
if (ImGui::SliderFloat("Manual Scale X", &g_Touch.scaleX, 0.1f, 1.5f)) g_Touch.calibrated = true;
if (ImGui::SliderFloat("Manual Offset X", &g_Touch.offsetX, -200.0f, 200.0f)) g_Touch.calibrated = true;
if (ImGui::Button("Reset & Re-Calibrate", ImVec2(-1, 80))) {
g_Touch.calibrated = false;
g_Touch.offsetX = 0;
g_Touch.offsetY = 0;
}
if (ImGui::Button("Lock Current Scale", ImVec2(-1, 80))) {
g_Touch.calibrated = true;
}
if (ImGui::Button("Close Menu", ImVec2(-1, 80))) g_ShowMenu = false;
@ -160,7 +147,7 @@ void* init_thread(void*) {
void* consume = DobbySymbolResolver("libinput.so", sym);
if (consume) {
DobbyHook(consume, (void*)hook_consume, (void**)&old_consume);
LOGI("Input System Hooked.");
LOGI("Input Fixed.");
}
return nullptr;
}