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Update main.cpp
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83
main.cpp
83
main.cpp
@ -17,56 +17,56 @@
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static bool g_Initialized = false;
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static bool g_ShowMenu = true;
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// 存储自动校准后的比例和状态
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struct {
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float x, y;
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bool down;
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float scaleX = 1.0f; // 默认缩放
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float scaleY = 1.0f;
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bool calibrated = false; // 是否已完成首次校准
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} g_Touch = {0, 0, false};
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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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// --- 核心修复:使用 AInputEvent 官方 API 处理坐标 ---
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// 核心自适应处理:自动校准逻辑
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void handle_android_event(AInputEvent* event, float renderW, float renderH) {
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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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// 窗口模式下,getX 返回相对窗口坐标,getRawX 返回绝对屏幕坐标
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// 获取逻辑坐标 (系统分发的,可能基于 3392x2400)
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float x = AMotionEvent_getX(event, 0);
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float y = AMotionEvent_getY(event, 0);
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// 如果还没有校准,我们通过 AInputEvent 的内部属性动态计算
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// 逻辑:如果逻辑坐标 x 远大于渲染宽度 renderW,说明需要缩放
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if (!g_Touch.calibrated && action == AMOTION_EVENT_ACTION_DOWN) {
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// 假设系统最大逻辑坐标是容器宽度,我们通过它和当前渲染宽度的比例来对齐
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// 常见的 Android 逻辑单位基准是 3392.0f, 这里我们做动态探测
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if (x > renderW || y > renderH) {
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g_Touch.scaleX = renderW / 3392.0f; // 你的 Requested w 默认值
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g_Touch.scaleY = renderH / 2400.0f; // 你的 Requested h 默认值
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} else {
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g_Touch.scaleX = 1.0f;
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g_Touch.scaleY = 1.0f;
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}
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g_Touch.calibrated = true;
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LOGI("Auto Calibrated: ScaleX=%.3f, ScaleY=%.3f", g_Touch.scaleX, g_Touch.scaleY);
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}
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// 关键自适应逻辑:
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// 你的 Requested w=3392, 而渲染 w=1426
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// 系统分发的坐标通常基于 Requested 尺寸
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float containerW = 3392.0f;
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float containerH = 2400.0f;
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g_Touch.x = (x / containerW) * renderW;
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g_Touch.y = (y / containerH) * renderH;
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// 应用缩放系数,将坐标映射回 ImGui 渲染区域
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g_Touch.x = x * g_Touch.scaleX;
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g_Touch.y = y * g_Touch.scaleY;
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if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down = true;
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down = false;
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// 打印坐标以便调试
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if (g_Touch.down) {
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LOGI("Touch: Raw(%.1f, %.1f) -> Mapped(%.1f, %.1f)", x, y, g_Touch.x, g_Touch.y);
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LOGI("Touch Event: Logic(%.1f, %.1f) -> Mapped(%.1f, %.1f)", x, y, g_Touch.x, g_Touch.y);
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}
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}
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}
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// --- 万能 Hook:拦截 ALooper_pollOnce ---
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// 只要应用在处理输入,就一定会走这个函数
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typedef int (*p_ALooper_pollOnce)(int timeoutMillis, int* outFd, int* outEvents, void** outData);
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static p_ALooper_pollOnce old_pollOnce = nullptr;
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int hook_ALooper_pollOnce(int timeoutMillis, int* outFd, int* outEvents, void** outData) {
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int res = old_pollOnce(timeoutMillis, outFd, outEvents, outData);
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// 如果返回的是回调处理,尝试从中读取事件
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// 注意:这里是很多游戏引擎处理输入的真正入口
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return res;
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}
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// 继续保留 consume 挂钩作为双保险
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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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@ -86,9 +86,9 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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if (!g_Initialized) {
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ImGui::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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ImGui::GetStyle().ScaleAllSizes(3.0f);
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ImGui::GetStyle().ScaleAllSizes(3.0f); // 针对高分屏放大 UI
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g_Initialized = true;
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LOGI("ImGui Init Success: %d x %d", w, h);
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LOGI("ImGui Init: %d x %d", w, h);
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}
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ImGuiIO& io = ImGui::GetIO();
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@ -99,16 +99,23 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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// 在触碰点画一个红色指示圆圈,用于验证是否完全对齐
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if (g_Touch.down) {
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ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 255));
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}
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if (g_ShowMenu) {
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ImGui::SetNextWindowSize(ImVec2(w * 0.5f, h * 0.5f), ImGuiCond_Once);
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ImGui::Begin("AndKitty Universal Fixer", &g_ShowMenu);
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ImGui::Text("Plugin Status: ACTIVE");
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ImGui::Text("Render Res: %d x %d", w, h);
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ImGui::Begin("AndKitty Auto-Adaptive", &g_ShowMenu);
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ImGui::Text("Render Res: %.0f x %.0f", io.DisplaySize.x, io.DisplaySize.y);
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ImGui::Text("Touch Pos: %.1f, %.1f", g_Touch.x, g_Touch.y);
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ImGui::Separator();
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if (ImGui::SliderFloat("Manual Scale X", &g_Touch.scaleX, 0.1f, 2.0f)) g_Touch.calibrated = true;
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if (ImGui::SliderFloat("Manual Scale Y", &g_Touch.scaleY, 0.1f, 2.0f)) g_Touch.calibrated = true;
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if (ImGui::Button("Reset Calibration", ImVec2(-1, 80))) {
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g_Touch.calibrated = false;
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}
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if (ImGui::Button("Close Menu", ImVec2(-1, 80))) g_ShowMenu = false;
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ImGui::End();
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@ -120,28 +127,16 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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}
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void* init_thread(void*) {
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LOGI("Plugin thread started. Waiting 15s...");
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sleep(15);
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// 1. Hook EGL
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void* egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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// 2. Hook InputConsumer (针对 native 应用)
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const char* sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE";
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void* consume = DobbySymbolResolver("libinput.so", sym);
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if (consume) {
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DobbyHook(consume, (void*)hook_consume, (void**)&old_consume);
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LOGI("InputConsumer Hooked.");
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}
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// 3. Hook ALooper (针对 Unity/UE 应用)
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void* poll = dlsym(RTLD_DEFAULT, "ALooper_pollOnce");
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if (poll) {
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DobbyHook(poll, (void*)hook_ALooper_pollOnce, (void**)&old_pollOnce);
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LOGI("ALooper Hooked.");
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}
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return nullptr;
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}
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