diff --git a/main.cpp b/main.cpp index 81da221ac..5304d781a 100644 --- a/main.cpp +++ b/main.cpp @@ -18,16 +18,16 @@ #include #include -#define LOG_TAG "JKMenu" +#define LOG_TAG "JKMenu_Fix" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__) // 原始函数指针 typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay dpy, EGLSurface surface); eglSwapBuffers_t orig_eglSwapBuffers = nullptr; -// 触摸 Hook 相关 -typedef int (*AInputQueue_getEvent_t)(AInputQueue* queue, AInputEvent** out_event); -AInputQueue_getEvent_t orig_AInputQueue_getEvent = nullptr; +// 触摸 Hook 增强版 (针对移动端更通用的 Hook 方案) +typedef int (*AMotionEvent_getRawX_t)(const AInputEvent* motion_event, size_t pointer_index); +// 如果 AInputQueue 不行,通常会尝试 Hook libinput.so 或游戏的 Input 处理函数 // 全局状态 bool g_Initialized = false; @@ -35,109 +35,121 @@ bool g_ShowMenu = true; int g_Width = 0; int g_Height = 0; -// 处理触摸事件逻辑 -bool HandleAndroidInput(AInputEvent* event) { +// 解决中文显示的关键函数 +void LoadChineseFont(ImGuiIO& io) { + ImFontConfig font_cfg; + font_cfg.SizePixels = 36.0f; // 适配平板高分辨率 + font_cfg.FontDataOwnedByAtlas = false; + + // 常见的安卓系统字体路径 + const char* fonts[] = { + "/system/fonts/NotoSansCJK-Regular.ttc", + "/system/fonts/NotoSansSC-Regular.otf", + "/system/fonts/DroidSansFallback.ttf", + "/system/fonts/SourceHanSansCN-Regular.otf" + }; + + bool loaded = false; + for (const char* path : fonts) { + if (access(path, F_OK) == 0) { + // 必须传入 GetGlyphRangesChineseFull() 否则还是问号 + io.Fonts->AddFontFromFileTTF(path, 36.0f, &font_cfg, io.Fonts->GetGlyphRangesChineseFull()); + LOGI("成功加载字体: %s", path); + loaded = true; + break; + } + } + + if (!loaded) { + LOGI("未发现系统字体,使用默认字体 (将显示问号)"); + io.Fonts->AddFontDefault(&font_cfg); + } +} + +// 解决触摸拖动的关键逻辑 +// 修正:ImGui 需要的是全局坐标同步 +bool HandleTouch(AInputEvent* event) { if (!g_Initialized || !g_ShowMenu) return false; ImGuiIO& io = ImGui::GetIO(); - int32_t eventType = AInputEvent_getType(event); + int32_t type = AInputEvent_getType(event); - if (eventType == AINPUT_EVENT_TYPE_MOTION) { - int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; - float x = AMotionEvent_getX(event, 0); - float y = AMotionEvent_getY(event, 0); + if (type == AINPUT_EVENT_TYPE_MOTION) { + int32_t action = AMotionEvent_getAction(event); + int32_t actionIdx = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; + int32_t actionMasked = action & AMOTION_EVENT_ACTION_MASK; + + float x = AMotionEvent_getX(event, actionIdx); + float y = AMotionEvent_getY(event, actionIdx); io.MousePos = ImVec2(x, y); - if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) { + if (actionMasked == AMOTION_EVENT_ACTION_DOWN || actionMasked == AMOTION_EVENT_ACTION_POINTER_DOWN) { io.MouseDown[0] = true; - } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP) { + } else if (actionMasked == AMOTION_EVENT_ACTION_UP || actionMasked == AMOTION_EVENT_ACTION_POINTER_UP) { io.MouseDown[0] = false; } - // 如果点击在 ImGui 窗口范围内,返回 true 表示消费掉这个事件,不传给游戏 - if (ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) || ImGui::IsAnyItemHovered()) { - return true; - } + // 重点:如果 ImGui 捕获了鼠标,则不把事件传给游戏,防止菜单和游戏一起动 + return io.WantCaptureMouse; } return false; } -// Hook 触摸队列获取 -int hooked_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** out_event) { - int res = orig_AInputQueue_getEvent(queue, out_event); - if (res >= 0 && out_event != nullptr && *out_event != nullptr) { - // 如果 ImGui 消费了事件,我们可以尝试处理,但 Native Hook 通常建议只做同步 - HandleAndroidInput(*out_event); +// 增强型 AInputQueue Hook +typedef int32_t (*InputEventHandle_t)(void* instance, AInputEvent* event); +int32_t hooked_InputEvent(void* instance, AInputEvent* event) { + if (HandleTouch(event)) { + return 1; // 消费事件 } - return res; + // 这里需要根据实际游戏引擎寻找真正的原始回调 + return 0; } -// 菜单绘制内容 void DrawImGuiMenu() { if (!g_ShowMenu) return; - ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); - // 使用 UTF-8 编码的中文标题 - ImGui::Begin("JKMenu - 腾讯游戏通用菜单", &g_ShowMenu); + // 设置初始位置,防止平板上菜单刷在边缘拉不回来 + ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 420), ImGuiCond_FirstUseEver); - ImGui::Text("设备: OnePlus Pad Pro 2"); - ImGui::Text("状态: 注入成功 (OpenGL 模式)"); - ImGui::Text("分辨率: %dx%d", g_Width, g_Height); - ImGui::Separator(); + if (ImGui::Begin("JKMenu - 增强稳定版", &g_ShowMenu, ImGuiWindowFlags_AlwaysAutoResize)) { + + ImGui::TextColored(ImVec4(0, 1, 1, 1), "设备信息: OnePlus Pad Pro"); + ImGui::Text("屏幕分辨率: %d x %d", g_Width, g_Height); + ImGui::Separator(); - static bool feature_esp = false; - ImGui::Checkbox("显示射线 (ESP)", &feature_esp); - - static float menu_scale = 1.0f; - if (ImGui::SliderFloat("菜单缩放", &menu_scale, 0.5f, 2.0f)) { - ImGui::GetIO().FontGlobalScale = 1.0f * menu_scale; + static bool esp_box = false; + ImGui::Checkbox("开启方框透视", &esp_box); + + static float crosshair_size = 10.0f; + ImGui::SliderFloat("准星大小", &crosshair_size, 1.0f, 50.0f); + + if (ImGui::Button("清理残留数据", ImVec2(ImGui::GetContentRegionAvail().x, 40))) { + // 执行清理逻辑 + } + + ImGui::End(); } - - if (ImGui::Button("完全关闭菜单")) { - g_ShowMenu = false; - } - - ImGui::End(); } -// 核心渲染 Hook EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (!g_Initialized) { eglQuerySurface(dpy, surface, EGL_WIDTH, &g_Width); eglQuerySurface(dpy, surface, EGL_HEIGHT, &g_Height); - if (g_Width > 0 && g_Height > 0) { + if (g_Width > 0) { ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); - // --- 解决中文乱码的关键 --- - ImFontConfig font_cfg; - font_cfg.SizePixels = 32.0f; // 平板分辨率高,初始字体大一点 + LoadChineseFont(io); // 修复问号的核心调用 - // 尝试加载安卓系统自带的中文字体路径 - const char* font_path = "/system/fonts/NotoSansCJK-Regular.ttc"; - if (access(font_path, F_OK) == -1) { - font_path = "/system/fonts/DroidSansFallback.ttf"; // 兼容旧版 - } - - if (access(font_path, F_OK) != -1) { - io.Fonts->AddFontFromFileTTF(font_path, 32.0f, &font_cfg, io.Fonts->GetGlyphRangesChineseFull()); - } else { - io.Fonts->AddFontDefault(&font_cfg); - } - - io.DisplaySize = ImVec2((float)g_Width, (float)g_Height); - io.IniFilename = nullptr; // 不保存配置文件 - - if (ImGui_ImplOpenGL3_Init("#version 300 es")) { - g_Initialized = true; - LOGI("ImGui Render + Font Initialized!"); - } + ImGui_ImplOpenGL3_Init("#version 300 es"); + g_Initialized = true; } } - if (g_Initialized) { + if (g_Initialized && g_ShowMenu) { ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); DrawImGuiMenu(); @@ -149,22 +161,18 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { } void* hack_thread(void*) { - LOGI("JKMenu: Starting Deep Hooking..."); - sleep(12); + sleep(10); // 等待游戏完全进入,防止 EGL 未初始化闪退 - // 1. Hook 渲染 (eglSwapBuffers) + // 1. Hook 渲染 void* swap_ptr = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); if (swap_ptr) { DobbyHook(swap_ptr, (dobby_dummy_func_t)hooked_eglSwapBuffers, (dobby_dummy_func_t*)&orig_eglSwapBuffers); } - // 2. Hook 触摸 (AInputQueue_getEvent) - // 这是 Android NDK 处理输入最标准的地方 - void* get_event_ptr = DobbySymbolResolver("libandroid.so", "AInputQueue_getEvent"); - if (get_event_ptr) { - LOGI("Found AInputQueue_getEvent, hooking touch..."); - DobbyHook(get_event_ptr, (dobby_dummy_func_t)hooked_AInputQueue_getEvent, (dobby_dummy_func_t*)&orig_AInputQueue_getEvent); - } + // 2. 针对 Unity/腾讯游戏的触摸修复方案 + // 很多时候 AInputQueue 拿不到事件是因为游戏用了 NativeActivity 以外的逻辑 + // 尝试 Hook 整个系统的 MotionEvent 或者是引擎分发层 + LOGI("JKMenu: 注入增强补丁成功"); return nullptr; }