mirror of
https://github.com/ocornut/imgui.git
synced 2026-11-07 23:15:52 +01:00
Update main.cpp
This commit is contained in:
parent
55f3c67dc0
commit
568ee4006d
209
main.cpp
209
main.cpp
@ -20,7 +20,8 @@
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#include "imgui_impl_opengl3.h"
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#define TAG "ZeroConfig_Drive"
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#define GAME_MODULE "libGameCore.so"
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// 修改为目标模块 libil2cpp.so
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#define GAME_MODULE "libil2cpp.so"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
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#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
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@ -43,24 +44,26 @@ struct {
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static float g_DynamicScale = 1.0f;
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static float g_BaseWindowHeight = 0.0f;
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static float g_UserUIScale = 1.0f;
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static float g_UserUIScale = 1.2f;
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// 调试统计
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static std::atomic<int> g_InitActorTriggerCount{0};
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static uintptr_t g_GameBase = 0;
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static uintptr_t g_HookAddr_InitActor = 0;
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static uintptr_t g_HookAddr_ClearActor = 0;
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struct DynamicOffsets {
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uint32_t x0_to_addr1 = 0x20;
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uint32_t addr1_to_addr2 = 0x10;
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uint32_t item_to_addr3 = 0x18;
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uint32_t addr3_to_addr4 = 0x30;
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uint32_t addr3_to_addr5 = 0x100;
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uint32_t addr3_to_addr6 = 0x70;
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uint32_t x0_to_addr1 = 32;
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uint32_t addr1_to_addr2 = 16;
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uint32_t item_to_addr3 = 24;
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uint32_t addr3_to_addr4 = 48;
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uint32_t addr3_to_addr5 = 256;
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uint32_t addr3_to_addr6 = 112;
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uint32_t prop_gold = 0x20;
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uint32_t prop_hp = 0x30;
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uint32_t prop_maxhp = 0x32;
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uint32_t prop_level = 0x50;
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uint32_t prop_gold = 32;
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uint32_t prop_hp = 48;
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uint32_t prop_maxhp = 50;
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uint32_t prop_level = 80;
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};
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DynamicOffsets g_Offsets;
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@ -176,12 +179,15 @@ uintptr_t GetModuleBase(const char* module_name) {
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void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3);
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void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) {
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g_InitActorTriggerCount++;
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LOGI("[TRIGGER] InitActorParams 被调用 (libil2cpp)! x0 = %p", x0);
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g_ActorManager.store((uintptr_t)x0);
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old_InitActorParams(x0, x1, x2, x3);
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}
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void (*old_ClearActor)(void* x0);
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void hook_ClearActor(void* x0) {
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LOGI("[TRIGGER] ClearActor 被调用! 对局结束重置。");
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g_ActorManager.store(0);
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old_ClearActor(x0);
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}
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@ -189,14 +195,19 @@ void hook_ClearActor(void* x0) {
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void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("指针断点排错器 (Pointer Debugger)")) {
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if (ImGui::CollapsingHeader("动态偏移修改面板 (十进制)", ImGuiTreeNodeFlags_DefaultOpen)) {
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if (ImGui::Begin("对局指针诊断 (IL2CPP Debugger)")) {
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "函数触发次数: %d", g_InitActorTriggerCount.load());
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if (g_InitActorTriggerCount == 0) {
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ImGui::TextColored(ImVec4(1, 0.2f, 0.2f, 1), "状态: 等待进入对局 (尚未触发 Hook)");
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}
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ImGui::Separator();
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if (ImGui::CollapsingHeader("偏移量微调面板", ImGuiTreeNodeFlags_DefaultOpen)) {
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std::lock_guard<std::mutex> lock(g_OffsetMutex);
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auto drawOffsetBtn = [](const char* label, uint32_t& val) {
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ImGui::PushID(&val);
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ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1.0f), "%s -> 当前: %d (0x%X)", label, val, val);
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if (ImGui::Button("-8")) { if (val >= 8) val -= 8; else val = 0; } ImGui::SameLine();
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if (ImGui::Button("-4")) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine();
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if (ImGui::Button("-1")) { if (val >= 1) val -= 1; else val = 0; } ImGui::SameLine();
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if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
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if (ImGui::Button("+4")) val += 4; ImGui::SameLine();
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@ -204,34 +215,27 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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ImGui::Separator();
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ImGui::PopID();
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};
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drawOffsetBtn("地址1 (x0 + ?)", g_Offsets.x0_to_addr1);
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drawOffsetBtn("英雄数组 (addr1 + ?)", g_Offsets.addr1_to_addr2);
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drawOffsetBtn("基址偏移 (x0 + ?)", g_Offsets.x0_to_addr1);
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drawOffsetBtn("数组偏移 (addr1 + ?)", g_Offsets.addr1_to_addr2);
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drawOffsetBtn("实体数据 (item + ?)", g_Offsets.item_to_addr3);
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drawOffsetBtn("血量属性 (addr3 + ?)", g_Offsets.addr3_to_addr4);
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drawOffsetBtn("坐标数据 (addr3 + ?)", g_Offsets.addr3_to_addr5);
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drawOffsetBtn("雷达坐标 (addr3 + ?)", g_Offsets.addr3_to_addr6);
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}
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ImGui::Separator();
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[核心库] %s 基址: 0x%lx", GAME_MODULE, g_GameBase);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 1] InitActor (RVA 0x73507bc) -> 0x%lx", g_HookAddr_InitActor);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 2] ClearActor (RVA 0x734bc10) -> 0x%lx", g_HookAddr_ClearActor);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[库基址] 0x%lx (libil2cpp)", g_GameBase);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook点] 0x%lx", g_HookAddr_InitActor);
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ImGui::Separator();
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const auto& d = snap.debug;
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const auto& off = snap.offsets;
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] InitActor x0: 0x%lx", d.baseX0);
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 地址 1: 0x%lx", off.x0_to_addr1, d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 英雄数组: 0x%lx", off.addr1_to_addr2, d.addr2);
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[X0] 基准地址: 0x%lx", d.baseX0);
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 层级 1: 0x%lx", off.x0_to_addr1, d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 实体数组: 0x%lx", off.addr1_to_addr2, d.addr2);
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if (d.addr2 != 0) {
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for (int i = 0; i < 15; i++) {
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if (d.items[i].base == 0) continue;
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char nodeName[64]; snprintf(nodeName, sizeof(nodeName), "数组序号 [%d] - 0x%lx", i, d.items[i].base);
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char nodeName[64]; snprintf(nodeName, sizeof(nodeName), "玩家 [%d] - 0x%lx", i, d.items[i].base);
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if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
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ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 实体数据: 0x%lx", off.item_to_addr3, d.items[i].addr3);
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if (d.items[i].addr3) {
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ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+%d] 属性区: 0x%lx", off.addr3_to_addr4, d.items[i].addr4);
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ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+%d] 坐标区: 0x%lx", off.addr3_to_addr5, d.items[i].addr5);
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ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 小地图: 0x%lx", off.addr3_to_addr6, d.items[i].addr6);
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}
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ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 详细数据: 0x%lx", off.item_to_addr3, d.items[i].addr3);
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ImGui::TreePop();
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}
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}
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@ -243,40 +247,6 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
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static p_InputConsumer_consume old_consume = nullptr;
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void AutoFetchDeviceResolution() {
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FILE* pipe = popen("wm size", "r");
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if (!pipe) return;
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char buffer[128];
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while (fgets(buffer, sizeof(buffer), pipe) != NULL) {
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int w = 0, h = 0;
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if (sscanf(buffer, "Physical size: %dx%d", &w, &h) == 2 || sscanf(buffer, "Override size: %dx%d", &w, &h) == 2) {
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g_Touch.physW = (float)std::max(w, h); g_Touch.physH = (float)std::min(w, h); g_Touch.isSizeAutoDetected = true;
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}
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}
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pclose(pipe);
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}
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void handle_android_event(AInputEvent* event) {
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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float autoScaleX = g_Touch.renderW / g_Touch.physW;
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float autoScaleY = g_Touch.renderH / g_Touch.physH;
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g_Touch.x = (AMotionEvent_getX(event, 0) * autoScaleX) + g_Touch.offsetX;
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g_Touch.y = (AMotionEvent_getY(event, 0) * autoScaleY) + g_Touch.offsetY;
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if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down.store(true);
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down.store(false);
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}
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}
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int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) {
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int res = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent);
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if (res == 0 && outEvent && *outEvent) handle_android_event((AInputEvent*)(*outEvent));
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return res;
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}
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
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if (w <= 0 || h <= 0) return old_eglSwapBuffers(dpy, surface);
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@ -290,20 +260,17 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui_ImplOpenGL3_Init("#version 300 es");
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ImGuiIO& io = ImGui::GetIO();
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// --- 核心修复:根据你的 fonts.xml 日志锁定 OPPO 系统字体 ---
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const char* mySystemFonts[] = {
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"/system/fonts/SysSans-Hans-Regular.ttf", // 你的日志里那个 OPPO Sans
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"/system/fonts/NotoSansCJKjp-Regular.otc", // 你的日志里那个 Noto CJK
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// 自动检测系统中的中文字体 (优先寻找 OPPO SysSans)
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const char* systemFonts[] = {
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"/system/fonts/SysSans-Hans-Regular.ttf",
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"/system/fonts/NotoSansCJKjp-Regular.otc",
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"/system/fonts/NotoSansSC-Regular.otf",
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"/system/fonts/DroidSansFallback.ttf"
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};
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for (int i = 0; i < 4; i++) {
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if (access(mySystemFonts[i], R_OK) == 0) {
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// 加载中文字符范围,解决问号问题
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io.Fonts->AddFontFromFileTTF(mySystemFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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g_FontLoaded = true;
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LOGI("[*] 成功锁定你的系统字体: %s", mySystemFonts[i]);
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break;
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if (access(systemFonts[i], R_OK) == 0) {
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io.Fonts->AddFontFromFileTTF(systemFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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g_FontLoaded = true; break;
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}
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}
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g_Initialized = true;
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@ -318,11 +285,9 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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if (deviceScale < 1.0f) deviceScale = 1.0f;
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float finalScale = deviceScale * g_DynamicScale * g_UserUIScale;
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static ImGuiStyle default_style = ImGui::GetStyle();
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ImGuiStyle& style = ImGui::GetStyle(); style = default_style;
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style.ScaleAllSizes(1.2f * finalScale);
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style.WindowRounding = 12.0f; style.WindowMinSize = ImVec2(100.0f, 100.0f);
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io.FontGlobalScale = 1.2f * finalScale;
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(1.1f * finalScale);
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io.FontGlobalScale = 1.1f * finalScale;
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ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame();
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if (g_Touch.down.load()) ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 200));
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@ -331,91 +296,47 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
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static bool show_pointer_debugger = true; static bool show_radar = true;
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static bool show_pointer_debugger = true;
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if (ImGui::Begin("全自动游戏透视框架 (OPPO/适配版)")) {
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if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载系统字库,将显示为问号!");
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float currentHeight = ImGui::GetWindowHeight();
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g_DynamicScale = currentHeight / g_BaseWindowHeight;
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if (g_DynamicScale < 0.4f) g_DynamicScale = 0.4f;
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if (g_DynamicScale > 3.0f) g_DynamicScale = 3.0f;
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if (ImGui::CollapsingHeader("基础校准 (触控与缩放)")) {
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ImGui::SliderFloat("菜单缩放", &g_UserUIScale, 0.5f, 2.0f);
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ImGui::Text("坐标偏移 X:%.1f Y:%.1f", g_Touch.offsetX, g_Touch.offsetY);
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if (ImGui::Button("-10##x")) g_Touch.offsetX -= 10; ImGui::SameLine();
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if (ImGui::Button("+10##x")) g_Touch.offsetX += 10; ImGui::SameLine();
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if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine();
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if (ImGui::Button("+10##y")) g_Touch.offsetY += 10;
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}
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if (ImGui::Begin("Unity/IL2CPP 数据诊断控制台")) {
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if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载手机字库,请检查权限!");
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ImGui::SliderFloat("菜单缩放", &g_UserUIScale, 0.5f, 2.0f);
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ImGui::Checkbox("指针断点调试窗", &show_pointer_debugger);
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ImGui::Separator();
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ImGui::Checkbox("雷达 (Radar)", &show_radar); ImGui::SameLine();
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ImGui::Checkbox("指针断点调试", &show_pointer_debugger);
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ImGui::Separator();
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "局内" : "大厅");
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if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) {
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ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量");
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ImGui::TableSetupColumn("蓝量"); ImGui::TableSetupColumn("金币");
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ImGui::TableSetupColumn("雷达"); ImGui::TableHeadersRow();
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for (const auto& p : snapshot.players) {
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ImGui::TableNextRow();
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ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level);
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ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp);
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ImGui::TableNextColumn(); ImGui::Text("%d", p.mana);
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ImGui::TableNextColumn(); ImGui::Text("%d", p.gold);
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ImGui::TableNextColumn(); ImGui::Text("%.0f, %.0f", p.mapX, p.mapY);
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}
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ImGui::EndTable();
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}
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "对局状态: %s", snapshot.inMatch ? "活跃对局中" : "大厅空闲");
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ImGui::Text("英雄单位数量: %d", (int)snapshot.players.size());
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}
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ImGui::End();
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if (show_pointer_debugger) DrawPointerDebugger(snapshot, w, h);
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if (show_radar && snapshot.inMatch) {
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ImGui::SetNextWindowPos(ImVec2(w - 350, 30), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(300, 300), ImGuiCond_FirstUseEver);
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ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0.5f));
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if (ImGui::Begin("Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) {
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ImVec2 p0 = ImGui::GetCursorScreenPos(); ImVec2 size = ImGui::GetContentRegionAvail();
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ImDrawList* dl = ImGui::GetWindowDrawList();
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dl->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(255, 255, 255, 100));
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for (const auto& p : snapshot.players) {
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float nX = p.mapX / 10000.0f; float nY = p.mapY / 10000.0f;
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float rX = p0.x + (nX * size.x); float rY = p0.y + size.y - (nY * size.y);
|
||||
if (nX > 0 && nX < 1 && nY > 0 && nY < 1) dl->AddCircleFilled(ImVec2(rX, rY), 5.0f * finalScale, IM_COL32(255, 0, 0, 255));
|
||||
}
|
||||
}
|
||||
ImGui::End(); ImGui::PopStyleColor();
|
||||
}
|
||||
|
||||
ImGui::Render();
|
||||
GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); GLint d; glGetIntegerv(GL_DEPTH_TEST, &d);
|
||||
GLint v[4]; glGetIntegerv(GL_VIEWPORT, v);
|
||||
glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
glViewport(v[0], v[1], v[2], v[3]); if (d) glEnable(GL_DEPTH_TEST);
|
||||
glViewport(v[0], v[1], v[2], v[3]);
|
||||
return old_eglSwapBuffers(dpy, surface);
|
||||
}
|
||||
|
||||
void* DelayedHookThread(void*) {
|
||||
// 1. 无延迟 Hook:渲染和输入必须秒挂,否则菜单出不来
|
||||
// 渲染和输入立即挂钩,确保菜单秒弹
|
||||
void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
|
||||
if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
|
||||
void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
|
||||
if (ins) DobbyHook(ins, (void*)hook_consume, (void**)&old_consume);
|
||||
|
||||
// 2. 启动数据线程
|
||||
std::thread(DataWorkerThread).detach();
|
||||
|
||||
// 3. 后台轮询:不卡主流程,慢慢等游戏库加载
|
||||
// 在后台轮询等待 libil2cpp.so 加载
|
||||
while (true) {
|
||||
uintptr_t base = GetModuleBase(GAME_MODULE);
|
||||
if (base) {
|
||||
g_GameBase = base;
|
||||
g_HookAddr_InitActor = base + 0x73507bc;
|
||||
g_HookAddr_ClearActor = base + 0x734bc10;
|
||||
// 挂钩对局初始化函数
|
||||
DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
|
||||
DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
|
||||
LOGI("[*] 核心 Hook 成功!"); break;
|
||||
// 挂钩对局清理函数
|
||||
DobbyHook((void*)(base + 0x734bc10), (void*)hook_ClearActor, (void**)&old_ClearActor);
|
||||
LOGI("[*] libil2cpp.so 挂钩任务已完成!");
|
||||
break;
|
||||
}
|
||||
sleep(1);
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user