diff --git a/main.cpp b/main.cpp index 53696ed95..8289dec4a 100644 --- a/main.cpp +++ b/main.cpp @@ -1,6 +1,5 @@ #include #include -#include #include #include #include @@ -8,118 +7,74 @@ #include #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 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 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 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 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 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 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 lock(g_TouchMutex); - g_Touch.manualOffsetX = manualX; - } - if (ImGui::DragFloat("Manual Offset Y", &manualY, 0.5f, -200.0f, 200.0f)) { - std::lock_guard 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 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);