diff --git a/main.cpp b/main.cpp index e6feb2011..d387f76fd 100644 --- a/main.cpp +++ b/main.cpp @@ -5,75 +5,79 @@ #include #include #include +#include +#include #include "dobby.h" #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" -#define TAG "MT_Auto_Drive" +#define TAG "ZeroConfig_Drive" static bool g_Initialized = false; -// --- 全自动自适应结构 --- +// --- Zero-Config Core Structure --- struct { - float rawX = 0.0f; - float rawY = 0.0f; - float mappedX = 0.0f; - float mappedY = 0.0f; + float x = 0.0f; + float y = 0.0f; bool down = false; float renderW = 0.0f; float renderH = 0.0f; - // 设备固定的物理分辨率 (从你之前的 wm size 获取) - // 只要设备不换,这两个数字永远不用动 - float physicalW = 3392.0f; - float physicalH = 2400.0f; - - // 内部计算参数 (自动生成,不再需要手动调) - float scaleX = 1.0f; - float scaleY = 1.0f; - float offsetX = 0.0f; - float offsetY = 0.0f; + // Physical screen resolution + float physW = 3392.0f; + float physH = 2400.0f; + + bool isSizeAutoDetected = false; } g_Touch; -// 自动定点校准状态机 -static bool g_WaitingForTopLeft = false; - typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; 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; +// --- Auto Fetch Device Physical Resolution --- +void AutoFetchDeviceResolution() { + FILE* pipe = popen("wm size", "r"); + if (!pipe) return; + + char buffer[128]; + while (fgets(buffer, sizeof(buffer), pipe) != NULL) { + int w = 0, h = 0; + if (sscanf(buffer, "Physical size: %dx%d", &w, &h) == 2 || + sscanf(buffer, "Override size: %dx%d", &w, &h) == 2) { + + // Landscape force logic + g_Touch.physW = (float)std::max(w, h); + g_Touch.physH = (float)std::min(w, h); + g_Touch.isSizeAutoDetected = true; + } + } + pclose(pipe); +} + +// --- Input Event Handler --- void handle_android_event(AInputEvent* event) { if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; - float currentRawX = AMotionEvent_getX(event, 0); - float currentRawY = AMotionEvent_getY(event, 0); + float rawX = AMotionEvent_getX(event, 0); + float rawY = AMotionEvent_getY(event, 0); - g_Touch.rawX = currentRawX; - g_Touch.rawY = currentRawY; + // Auto Scaling Logic + float autoScaleX = g_Touch.renderW / g_Touch.physW; + float autoScaleY = g_Touch.renderH / g_Touch.physH; + + g_Touch.x = rawX * autoScaleX; + g_Touch.y = rawY * autoScaleY; if (action == AMOTION_EVENT_ACTION_DOWN) { - // --- 一键自动对齐逻辑 --- - if (g_WaitingForTopLeft) { - // 原理:当手指点击游戏画面真正的左上角时,Mapped坐标应该是 (0,0) - // 推出公式:0 = (Raw + Offset) * Scale => Offset = -Raw - g_Touch.offsetX = -currentRawX; - g_Touch.offsetY = -currentRawY; - g_WaitingForTopLeft = false; - return; // 吃掉这次点击,防止误触菜单 - } g_Touch.down = true; } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) { g_Touch.down = false; } - - // 核心映射:动态比例 + 自动偏移 - g_Touch.mappedX = (currentRawX + g_Touch.offsetX) * g_Touch.scaleX; - g_Touch.mappedY = (currentRawY + g_Touch.offsetY) * g_Touch.scaleY; } } @@ -95,72 +99,63 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { g_Touch.renderW = (float)w; g_Touch.renderH = (float)h; - // --- 真正的自适应缩放核心 --- - // 每一帧自动计算比例,如果你在游戏中途拉动分屏线条,这里会瞬间无缝适应! - g_Touch.scaleX = g_Touch.renderW / g_Touch.physicalW; - g_Touch.scaleY = g_Touch.renderH / g_Touch.physicalH; - if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); - - float uiScale = (float)h / 1000.0f; - if (uiScale < 1.0f) uiScale = 1.0f; - ImGui::GetStyle().ScaleAllSizes(3.5f * uiScale); - ImGui::GetIO().FontGlobalScale = 3.5f * uiScale; - g_Initialized = true; } ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH); - io.MousePos = ImVec2(g_Touch.mappedX, g_Touch.mappedY); + io.MousePos = ImVec2(g_Touch.x, g_Touch.y); io.MouseDown[0] = g_Touch.down; + // --- 动态字体缩放 (移出了 Init,每一帧都会自适应) --- + // 如果你拉动分屏线,或者横竖屏切换,字体会瞬间跟着变大变小 + float uiScale = (float)h / 1000.0f; + if (uiScale < 1.0f) uiScale = 1.0f; + io.FontGlobalScale = 3.5f * uiScale; + + // 修改样式,把控件也变大,防止手指点不到 + ImGuiStyle& style = ImGui::GetStyle(); + style.ItemSpacing = ImVec2(8.0f * uiScale, 8.0f * uiScale); + style.FramePadding = ImVec2(8.0f * uiScale, 8.0f * uiScale); + style.WindowRounding = 12.0f; + ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); - // 绘制自动校准状态提示 - ImDrawList* draw = ImGui::GetForegroundDrawList(); - if (g_WaitingForTopLeft) { - // 全屏半透明黑底 + 红色提示,引导用户点击 - draw->AddRectFilled(ImVec2(0, 0), ImVec2(w, h), IM_COL32(0, 0, 0, 150)); - draw->AddText(ImGui::GetFont(), ImGui::GetFontSize() * 1.5f, ImVec2(w * 0.1f, h * 0.4f), - IM_COL32(255, 50, 50, 255), "【自动校准中】\n请用手指准确点击游戏画面的【最左上角】一次!", NULL, 0.0f); - } else if (g_Touch.down) { - // 正常点按时的准星 - draw->AddLine(ImVec2(0, g_Touch.mappedY), ImVec2(w, g_Touch.mappedY), IM_COL32(0, 255, 0, 150), 2.0f); - draw->AddLine(ImVec2(g_Touch.mappedX, 0), ImVec2(g_Touch.mappedX, h), IM_COL32(0, 255, 0, 150), 2.0f); - draw->AddCircleFilled(ImVec2(g_Touch.mappedX, g_Touch.mappedY), 20.0f, IM_COL32(255, 0, 0, 255)); + // 绘制点击反馈点 + if (g_Touch.down) { + ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 200)); } - // 菜单界面 - ImGui::SetNextWindowPos(ImVec2(20, 20), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(w * 0.8f, h * 0.8f), ImGuiCond_FirstUseEver); - - if (ImGui::Begin("Auto-Adaptive Menu", nullptr, ImGuiWindowFlags_NoCollapse)) { + // --- 菜单 UI --- + ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver); + // 增加 AlwaysAutoResize:窗口大小会自动贴合文字,再也不需要去拉右下角的三角缩放了 + if (ImGui::Begin("Zero-Config Engine", nullptr, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_AlwaysAutoResize)) { - ImGui::TextColored(ImVec4(0, 1, 1, 1), "★ 全自动适配引擎已启动 ★"); - ImGui::Text("Render Res (实时): %.0f x %.0f", g_Touch.renderW, g_Touch.renderH); - ImGui::Text("Auto Scale (实时): X=%.4f, Y=%.4f", g_Touch.scaleX, g_Touch.scaleY); + ImGui::TextColored(ImVec4(0, 1, 1, 1), "[*] Auto-Adaptive Engine Active"); ImGui::Separator(); - ImGui::TextColored(ImVec4(1, 1, 0, 1), "如果点不准,只需点击下方按钮,"); - ImGui::TextColored(ImVec4(1, 1, 0, 1), "然后摸一下游戏【最左上角】即可。"); + ImGui::Text("Render Surface: %.0f x %.0f", g_Touch.renderW, g_Touch.renderH); - if (ImGui::Button("🎯 一键自动校准偏移", ImVec2(-1, 120))) { - g_WaitingForTopLeft = true; + if (g_Touch.isSizeAutoDetected) { + ImGui::TextColored(ImVec4(0, 1, 0, 1), "Physical Screen: %.0f x %.0f (Auto)", g_Touch.physW, g_Touch.physH); + } else { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Physical Screen: %.0f x %.0f (Fallback)", g_Touch.physW, g_Touch.physH); } - ImGui::Separator(); - ImGui::Text("当前 Offset: X=%.1f, Y=%.1f", g_Touch.offsetX, g_Touch.offsetY); + ImGui::Text("Current Scale: X=%.4f, Y=%.4f", + g_Touch.renderW / g_Touch.physW, + g_Touch.renderH / g_Touch.physH); - // 预留设备修改接口,如果换手机了,修改这里的物理分辨率即可 - if (ImGui::CollapsingHeader("高级设置 (换设备才需要点开)")) { - ImGui::Text("设备物理分辨率 (横屏)"); - ImGui::DragFloat("Physical W", &g_Touch.physicalW, 1.0f, 1000.0f, 5000.0f); - ImGui::DragFloat("Physical H", &g_Touch.physicalH, 1.0f, 1000.0f, 5000.0f); - } + ImGui::Separator(); + ImGui::Text("- Fully automatic calibration."); + ImGui::Text("- Seamless split-screen support."); + + static bool esp_enabled = true; + ImGui::Checkbox("Enable ESP (Demo)", &esp_enabled); ImGui::End(); } @@ -177,12 +172,15 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { } void* init_thread(void*) { + AutoFetchDeviceResolution(); + sleep(6); void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (sym_egl) DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); void* consume_addr = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); if (consume_addr) DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume); + return nullptr; }