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Update main.cpp
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579e4532c5
commit
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32
main.cpp
32
main.cpp
@ -23,6 +23,7 @@
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// --- 全局变量 ---
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bool g_Initialized = false;
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bool g_ShowMenu = true;
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int g_FrameCount = 0; // 帧计数器
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pthread_mutex_t g_CtxMutex = PTHREAD_MUTEX_INITIALIZER;
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EGLBoolean (*old_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface) = nullptr;
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@ -55,6 +56,7 @@ struct GLStateBackup {
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GLint last_vertex_array;
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GLint last_viewport[4];
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GLint last_scissor_box[4];
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GLint last_fbo; // 新增 FBO 保护
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GLboolean last_enable_blend;
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GLboolean last_enable_cull_face;
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GLboolean last_enable_depth_test;
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@ -69,6 +71,7 @@ struct GLStateBackup {
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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glGetIntegerv(GL_VIEWPORT, last_viewport);
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glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &last_fbo); // 记录当前 FBO
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last_enable_blend = glIsEnabled(GL_BLEND);
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last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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@ -77,6 +80,7 @@ struct GLStateBackup {
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}
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void Restore() {
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glBindFramebuffer(GL_FRAMEBUFFER, last_fbo); // 恢复 FBO
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glUseProgram(last_program);
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glActiveTexture(last_active_texture);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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@ -104,11 +108,12 @@ void DrawImGui(int width, int height) {
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GLStateBackup gl_state;
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gl_state.Backup();
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// 核心:强制重置顶点属性,防止 ImGui 的绘制指令受到游戏原有 VAO 的干扰
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for (int i = 0; i < 8; i++) glDisableVertexAttribArray(i);
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// 关键修复:强制解绑 FBO 和 VAO
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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for (int i = 0; i < 8; i++) glDisableVertexAttribArray(i);
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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@ -116,14 +121,12 @@ void DrawImGui(int width, int height) {
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ImGui::SetNextWindowPos(ImVec2(width * 0.1f, height * 0.1f), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(500, 350), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("JKMenu v4.4 - Ultra Stability", &g_ShowMenu)) {
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "Safe Mode: Enabled");
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if (ImGui::Begin("JKMenu v4.5 - Stable Mode", &g_ShowMenu)) {
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ImGui::Text("Frames Observed: %d", g_FrameCount);
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ImGui::Text("FPS: %.1f", io.Framerate);
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ImGui::Separator();
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static bool esp = false;
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ImGui::Checkbox("Enemy ESP", &esp);
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ImGui::Checkbox("Enemy ESP Overlay", &esp);
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if (ImGui::Button("Hide Menu")) g_ShowMenu = false;
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}
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ImGui::End();
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@ -135,26 +138,27 @@ void DrawImGui(int width, int height) {
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}
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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// 互斥锁防止重入,Android 15 高刷屏幕必备
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if (pthread_mutex_trylock(&g_CtxMutex) != 0) {
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return old_eglSwapBuffers(dpy, surface);
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}
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g_FrameCount++;
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EGLint width, height;
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eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
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eglQuerySurface(dpy, surface, EGL_HEIGHT, &height);
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if (!g_Initialized && width > 0 && height > 0) {
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// 延迟初始化:等到第 120 帧再开始(约 2 秒后),确保游戏环境绝对稳定
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if (!g_Initialized && g_FrameCount > 120 && width > 0 && height > 0) {
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = nullptr;
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io.DisplaySize = ImVec2((float)width, (float)height);
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// 初始化 Backend 时不指定版本,让 ImGui 自动检测
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if (ImGui_ImplOpenGL3_Init("#version 300 es")) {
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g_Initialized = true;
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LOGI("Safe ImGui Init Success at %dx%d", width, height);
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LOGI("Safe ImGui Init Success at %dx%d (Frame: %d)", width, height, g_FrameCount);
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}
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}
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@ -189,8 +193,8 @@ void* init_thread(void*) {
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if (egl_handle) {
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void* sym_egl = dlsym(egl_handle, "eglSwapBuffers");
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if (sym_egl) {
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int ret = DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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LOGI("eglSwapBuffers Hook applied (Result: %d)", ret);
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DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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LOGI("eglSwapBuffers Hook applied.");
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}
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dlclose(egl_handle);
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}
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@ -198,7 +202,7 @@ void* init_thread(void*) {
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void* sym_input = dlsym(RTLD_DEFAULT, "AInputEvent_getType");
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if (sym_input) {
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DobbyHook(sym_input, (void*)hook_AInputEvent_getType, (void**)&old_AInputEvent_getType);
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LOGI("AInputEvent_getType Hook applied (Result: 0)");
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LOGI("AInputEvent_getType Hook applied.");
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}
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return nullptr;
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