Update main.cpp

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gggaa2152 2026-04-06 22:11:32 +08:00 committed by GitHub
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main.cpp
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@ -1,6 +1,5 @@
#include <pthread.h>
#include <unistd.h>
#include <mutex>
#include <android/log.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
@ -8,118 +7,74 @@
#include <android/input.h>
#include "dobby.h"
#include "imgui.h"
#include "imgui_impl_android.h"
#include "imgui_impl_opengl3.h"
#define TAG "PerfectMenu"
#define TAG "Gemma4_Drive"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
// ========================= 全局数据结构 =========================
struct TouchState {
float x = 0.0f, y = 0.0f; // 经过校准后的屏幕坐标(用于 ImGui)
bool down = false; // 是否有手指按下
float renderW = 0.0f, renderH = 0.0f; // 实际渲染区域尺寸(eglQuerySurface)
static bool g_Initialized = false;
// --- Gemma 4.0 核心自适应结构 ---
struct {
float x, y;
bool down;
// 自动校准参数
float windowOffsetX = 0.0f; // 窗口左上角相对于屏幕原点的 X 偏移
float windowOffsetY = 0.0f; // 窗口左上角相对于屏幕原点的 Y 偏移
bool calibrated = false; // 是否已完成校准
// 手动微调(用于极少数设备自动校准仍有误差的情况)
float manualOffsetX = 0.0f;
float manualOffsetY = 0.0f;
};
// 渲染表面的实际物理像素尺寸 (由 eglQuerySurface 实时获取)
float renderW = 0.0f;
float renderH = 0.0f;
static TouchState g_Touch;
static std::mutex g_TouchMutex; // 保护 g_Touch 的互斥锁
static bool g_ImGuiInitialized = false;
static int g_FingerCount = 0; // 当前按下的手指数量
// 自动对齐监控:物理全屏 vs 窗口内
float autoOffsetX = 0.0f;
float autoOffsetY = 0.0f;
} g_Touch = {0, 0, false};
// ========================= 函数指针定义 =========================
// eglSwapBuffers
// 修复:必须在此声明原始函数指针,防止编译报错
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
// InputConsumer::consume
typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches,
int64_t frameTime, uint32_t* outSeq, void** outEvent);
typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
static p_InputConsumer_consume old_consume = nullptr;
// AMotionEvent 扩展函数(用于获取原始屏幕坐标)
// 动态获取安卓底层函数,用于跨设备对齐
typedef float (*p_AMotionEvent_getRawX)(const AInputEvent* motion_event, size_t pointer_index);
typedef float (*p_AMotionEvent_getRawY)(const AInputEvent* motion_event, size_t pointer_index);
static p_AMotionEvent_getRawX g_getRawX = nullptr;
static p_AMotionEvent_getRawY g_getRawY = nullptr;
// ========================= 辅助函数 =========================
/**
* 从 AInputEvent 中提取原始屏幕坐标,并自动校准窗口偏移
* 使用互斥锁保护触摸数据
* Gemma 4.0 自动对齐算法:
* 1. 放弃所有写死的 2400 或 3392 等数值。
* 2. 信任 InputConsumer 分发的 winX/winY (窗口内坐标)。
* 3. 强制 ImGui 的 DisplaySize 与游戏的渲染 Surface 对齐。
*/
void handle_android_event(AInputEvent* event) {
if (AInputEvent_getType(event) != AINPUT_EVENT_TYPE_MOTION) return;
int32_t action = AMotionEvent_getAction(event);
int32_t pointer_idx = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
int32_t action_mask = action & AMOTION_EVENT_ACTION_MASK;
// 获取窗口相对坐标(系统已扣除状态栏/导航栏,但可能未考虑窗口偏移)
float winX = AMotionEvent_getX(event, pointer_idx);
float winY = AMotionEvent_getY(event, pointer_idx);
float finalX = winX, finalY = winY;
// 如果有 Raw 坐标函数,尝试自动校准
if (g_getRawX && g_getRawY) {
float rawX = g_getRawX(event, pointer_idx);
float rawY = g_getRawY(event, pointer_idx);
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
std::lock_guard<std::mutex> lock(g_TouchMutex);
// 获取窗口内相对坐标 (分屏模式下系统会自动处理大部分偏移)
float winX = AMotionEvent_getX(event, 0);
float winY = AMotionEvent_getY(event, 0);
// 首次按下时自动校准窗口偏移(取差值)
if (!g_Touch.calibrated && action_mask == AMOTION_EVENT_ACTION_DOWN) {
g_Touch.windowOffsetX = rawX - winX;
g_Touch.windowOffsetY = rawY - winY;
g_Touch.calibrated = true;
LOGI("Auto-calibrated: offsetX=%.1f, offsetY=%.1f", g_Touch.windowOffsetX, g_Touch.windowOffsetY);
// 计算与物理全屏的偏移量 (用于显示调试信息)
if (g_getRawX && g_getRawY) {
g_Touch.autoOffsetX = g_getRawX(event, 0) - winX;
g_Touch.autoOffsetY = g_getRawY(event, 0) - winY;
}
// 使用原始坐标减去窗口偏移,得到真正渲染区域内的坐标
finalX = rawX - g_Touch.windowOffsetX;
finalY = rawY - g_Touch.windowOffsetY;
// 应用用户手动微调
finalX += g_Touch.manualOffsetX;
finalY += g_Touch.manualOffsetY;
}
// 更新手指计数和按下状态
{
std::lock_guard<std::mutex> lock(g_TouchMutex);
if (action_mask == AMOTION_EVENT_ACTION_DOWN || action_mask == AMOTION_EVENT_ACTION_POINTER_DOWN) {
g_FingerCount++;
// 将坐标同步给 ImGui 变量
g_Touch.x = winX;
g_Touch.y = winY;
if (action == AMOTION_EVENT_ACTION_DOWN) {
g_Touch.down = true;
} else if (action_mask == AMOTION_EVENT_ACTION_UP || action_mask == AMOTION_EVENT_ACTION_POINTER_UP ||
action_mask == AMOTION_EVENT_ACTION_CANCEL) {
g_FingerCount--;
if (g_FingerCount <= 0) {
g_Touch.down = false;
g_FingerCount = 0;
}
} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) {
g_Touch.down = false;
}
// 始终用当前触摸事件提供的最主要手指坐标(简化处理,若需跟踪特定手指可扩展)
g_Touch.x = finalX;
g_Touch.y = finalY;
}
}
// ========================= Hook 函数 =========================
/**
* Hook InputConsumer::consume
* 此函数在输入线程中被调用,需要尽快返回,不能做耗时操作
*/
// Hook 输入层
int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) {
int res = old_consume(a, b, c, d, e, f);
if (res == 0 && f && *f) {
@ -128,181 +83,111 @@ int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) {
return res;
}
/**
* Hook eglSwapBuffers – 渲染主线程,绘制 ImGui 菜单
*/
// Hook 渲染层
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
// 获取渲染区域尺寸(物理像素)
EGLint w = 0, h = 0;
EGLint w, h;
eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
if (w <= 0 || h <= 0) {
return old_eglSwapBuffers(dpy, surface);
}
// 更新渲染尺寸(线程安全读取)
{
std::lock_guard<std::mutex> lock(g_TouchMutex);
g_Touch.renderW = (float)w;
g_Touch.renderH = (float)h;
}
// 初始化 ImGui(只执行一次,OpenGL 上下文已激活)
if (!g_ImGuiInitialized) {
// 渲染尺寸有效性保护
if (w <= 0 || h <= 0) return old_eglSwapBuffers(dpy, surface);
g_Touch.renderW = (float)w;
g_Touch.renderH = (float)h;
if (!g_Initialized) {
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
// 根据屏幕高度动态调整 UI 大小
float baseScale = (float)h / 1080.0f; // 以 1080p 为基准
if (baseScale < 1.0f) baseScale = 1.0f;
ImGui::GetStyle().ScaleAllSizes(2.5f * baseScale);
ImGui::GetIO().FontGlobalScale = 2.5f * baseScale;
// 根据高度动态适配 UI 大小,解决不同设备 DPI 差异
float uiScale = (float)h / 1080.0f;
if (uiScale < 1.0f) uiScale = 1.0f;
g_ImGuiInitialized = true;
LOGI("ImGui initialized, render size: %dx%d", w, h);
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(3.0f * uiScale);
ImGui::GetIO().FontGlobalScale = 3.0f * uiScale;
style.WindowRounding = 10.0f;
g_Initialized = true;
}
// 获取当前触摸数据(线程安全拷贝)
float touchX, touchY, renderW, renderH;
bool touchDown;
{
std::lock_guard<std::mutex> lock(g_TouchMutex);
touchX = g_Touch.x;
touchY = g_Touch.y;
touchDown = g_Touch.down;
renderW = g_Touch.renderW;
renderH = g_Touch.renderH;
}
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2(renderW, renderH);
io.MousePos = ImVec2(touchX, touchY);
io.MouseDown[0] = touchDown;
// 开始新帧
// 强制同步渲染区域,这是全对齐的核心逻辑
io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH);
io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
io.MouseDown[0] = g_Touch.down;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 调试:在手指位置画一个圆点(绿色表示按下,红色表示未按下但显示位置)
if (touchDown) {
ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 180));
} else {
ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 180), 0, 2.0f);
// 在指尖绘制绿色探测圈 (如果绿圈准了,菜单就一定准)
if (g_Touch.down) {
ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 30.0f, IM_COL32(0, 255, 0, 255), 12, 4.0f);
}
ImGui::SetNextWindowPos(ImVec2(w * 0.1f, h * 0.1f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.8f, h * 0.6f), ImGuiCond_FirstUseEver);
// ==================== 绘制主菜单 ====================
ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(renderW * 0.7f, renderH * 0.6f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("Perfect Menu", nullptr, ImGuiWindowFlags_NoCollapse)) {
// 状态显示
ImGui::Text("Render Area: %.0f x %.0f", renderW, renderH);
ImGui::Text("Touch Pos: (%.1f, %.1f) %s", touchX, touchY, touchDown ? "[DOWN]" : "[UP]");
// 校准信息
{
std::lock_guard<std::mutex> lock(g_TouchMutex);
ImGui::Text("Auto Offset: (%.1f, %.1f) Calibrated: %s",
g_Touch.windowOffsetX, g_Touch.windowOffsetY,
g_Touch.calibrated ? "Yes" : "No");
}
if (ImGui::Begin("AndKitty Gemma 4.0 Alignment", nullptr, ImGuiWindowFlags_NoCollapse)) {
ImGui::Text("Current Surface: %.0f x %.0f", g_Touch.renderW, g_Touch.renderH);
ImGui::Text("Window Offset: X:%.1f Y:%.1f", g_Touch.autoOffsetX, g_Touch.autoOffsetY);
ImGui::Separator();
// 手动微调偏移(解决极少数设备自动校准不完美的情况)
float manualX = 0, manualY = 0;
{
std::lock_guard<std::mutex> lock(g_TouchMutex);
manualX = g_Touch.manualOffsetX;
manualY = g_Touch.manualOffsetY;
ImGui::TextColored(ImVec4(0, 1, 0, 1), "Gemma 4.0 Driver Active");
ImGui::Text("This mode auto-detects split-screen & sidebar.");
if (ImGui::Button("Reset Menu Position", ImVec2(-1, 100))) {
ImGui::SetWindowPos(ImVec2(50, 50));
}
if (ImGui::DragFloat("Manual Offset X", &manualX, 0.5f, -200.0f, 200.0f)) {
std::lock_guard<std::mutex> lock(g_TouchMutex);
g_Touch.manualOffsetX = manualX;
}
if (ImGui::DragFloat("Manual Offset Y", &manualY, 0.5f, -200.0f, 200.0f)) {
std::lock_guard<std::mutex> lock(g_TouchMutex);
g_Touch.manualOffsetY = manualY;
}
ImGui::Separator();
if (ImGui::Button("Reset Menu Position", ImVec2(-1, 60))) {
ImGui::SetWindowPos(ImVec2(100, 100));
}
if (ImGui::Button("Recalibrate (Touch screen now)", ImVec2(-1, 60))) {
std::lock_guard<std::mutex> lock(g_TouchMutex);
g_Touch.calibrated = false; // 下次触摸时会重新校准
g_FingerCount = 0;
g_Touch.down = false;
LOGI("Recalibration requested, next touch will reset offset.");
}
ImGui::Separator();
// 你的功能示例
static bool featureEsp = true;
ImGui::Checkbox("ESP Players", &featureEsp);
static float aimFov = 30.0f;
ImGui::SliderFloat("Aim FOV", &aimFov, 0.0f, 180.0f);
static bool feature_test = true;
ImGui::Checkbox("Enable Visual Test", &feature_test);
ImGui::End();
}
// 渲染 ImGui
ImGui::Render();
GLint last_depth;
glGetIntegerv(GL_DEPTH_TEST, &last_depth);
glDisable(GL_DEPTH_TEST);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if (last_depth) glEnable(GL_DEPTH_TEST);
// 渲染前关闭深度测试,防止 UI 被游戏物体遮挡
GLint last_program;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// 恢复渲染程序,防止干扰游戏
glUseProgram(last_program);
return old_eglSwapBuffers(dpy, surface);
}
// ========================= 初始化线程 =========================
void* init_thread(void*) {
sleep(5); // 等待目标进程完全启动
// 1. 获取 libandroid.so 中的 Raw 坐标函数
// 延迟注入,等待游戏 Surface 初始化完毕
sleep(6);
// 加载底层坐标获取函数
void* libandroid = dlopen("libandroid.so", RTLD_NOW);
if (libandroid) {
g_getRawX = (p_AMotionEvent_getRawX)dlsym(libandroid, "AMotionEvent_getRawX");
g_getRawY = (p_AMotionEvent_getRawY)dlsym(libandroid, "AMotionEvent_getRawY");
if (!g_getRawX || !g_getRawY) {
LOGE("Failed to get AMotionEvent_getRawX/Y, will use window coordinates only (may be inaccurate)");
} else {
LOGI("Raw coordinate functions acquired");
}
} else {
LOGE("libandroid.so not found, raw coordinates unavailable");
}
// 2. Hook eglSwapBuffers(渲染)
// Hook 渲染 (eglSwapBuffers)
void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (sym_egl) {
DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
LOGI("Hooked eglSwapBuffers");
} else {
LOGE("eglSwapBuffers not found");
}
// 3. Hook InputConsumer::consume(输入)
// 符号名来自 libinput.so,可能需要根据 Android 版本调整
// Hook 输入 (InputConsumer)
void* consume_addr = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
if (consume_addr) {
DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume);
LOGI("Hooked InputConsumer::consume");
} else {
LOGE("InputConsumer::consume not found, touch input may not work");
}
return nullptr;
}
// ========================= 入口点 =========================
__attribute__((constructor)) void init_plugin() {
pthread_t t;
pthread_create(&t, nullptr, init_thread, nullptr);