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Update main.cpp
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111
main.cpp
111
main.cpp
@ -25,9 +25,9 @@
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typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay dpy, EGLSurface surface);
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eglSwapBuffers_t orig_eglSwapBuffers = nullptr;
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// 触摸 Hook 相关 (针对 Android Native 注入)
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typedef int (*InputEvent_t)(void* event);
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InputEvent_t orig_InputEvent = nullptr;
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// 触摸 Hook 相关
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typedef int (*AInputQueue_getEvent_t)(AInputQueue* queue, AInputEvent** out_event);
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AInputQueue_getEvent_t orig_AInputQueue_getEvent = nullptr;
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// 全局状态
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bool g_Initialized = false;
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@ -35,34 +35,42 @@ bool g_ShowMenu = true;
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int g_Width = 0;
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int g_Height = 0;
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// 处理触摸事件
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void HandleInput(void* event) {
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if (!g_Initialized) return;
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// 处理触摸事件逻辑
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bool HandleAndroidInput(AInputEvent* event) {
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if (!g_Initialized || !g_ShowMenu) return false;
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ImGuiIO& io = ImGui::GetIO();
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int32_t type = AInputEvent_getType((AInputEvent*)event);
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if (type == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction((AInputEvent*)event) & AMOTION_EVENT_ACTION_MASK;
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float x = AMotionEvent_getX((AInputEvent*)event, 0);
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float y = AMotionEvent_getY((AInputEvent*)event, 0);
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int32_t eventType = AInputEvent_getType(event);
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if (eventType == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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float x = AMotionEvent_getX(event, 0);
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float y = AMotionEvent_getY(event, 0);
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io.MousePos = ImVec2(x, y);
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if (action == AMOTION_EVENT_ACTION_DOWN) io.MouseDown[0] = true;
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else if (action == AMOTION_EVENT_ACTION_UP) io.MouseDown[0] = false;
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// 如果菜单显示,截断触摸,不让点击穿透到游戏
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if (g_ShowMenu && ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) {
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// 这里根据实际情况处理是否消费事件
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if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) {
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io.MouseDown[0] = true;
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} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP) {
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io.MouseDown[0] = false;
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}
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// 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
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if (ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) || ImGui::IsAnyItemHovered()) {
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return true;
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}
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}
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return false;
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}
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// Hook 触摸事件 (尝试拦截 InputEvent)
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int hooked_InputEvent(void* event) {
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HandleInput(event);
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return orig_InputEvent(event);
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// Hook 触摸队列获取
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int hooked_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** out_event) {
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int res = orig_AInputQueue_getEvent(queue, out_event);
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if (res >= 0 && out_event != nullptr && *out_event != nullptr) {
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// 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
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HandleAndroidInput(*out_event);
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}
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return res;
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}
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// 菜单绘制内容
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@ -70,22 +78,23 @@ void DrawImGuiMenu() {
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if (!g_ShowMenu) return;
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ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
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ImGui::Begin("JKMenu - SGame Test", &g_ShowMenu);
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// 使用 UTF-8 编码的中文标题
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ImGui::Begin("JKMenu - 腾讯游戏通用菜单", &g_ShowMenu);
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ImGui::Text("设备: OnePlus Pad Pro 2");
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ImGui::Text("包名: com.tencent.jkchess");
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ImGui::Text("状态: 注入成功 (OpenGL 模式)");
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ImGui::Text("分辨率: %dx%d", g_Width, g_Height);
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ImGui::Separator();
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static bool feature1 = false;
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ImGui::Checkbox("功能开关 1", &feature1);
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static bool feature_esp = false;
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ImGui::Checkbox("显示射线 (ESP)", &feature_esp);
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static float menu_scale = 1.0f;
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if (ImGui::SliderFloat("菜单大小", &menu_scale, 0.5f, 2.0f)) {
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ImGui::GetIO().FontGlobalScale = 2.0f * menu_scale;
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if (ImGui::SliderFloat("菜单缩放", &menu_scale, 0.5f, 2.0f)) {
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ImGui::GetIO().FontGlobalScale = 1.0f * menu_scale;
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}
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if (ImGui::Button("退出菜单")) {
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if (ImGui::Button("完全关闭菜单")) {
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g_ShowMenu = false;
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}
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@ -102,18 +111,28 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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// 解决中文乱码:加载字体 (Android 环境建议加载默认字体)
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// --- 解决中文乱码的关键 ---
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ImFontConfig font_cfg;
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font_cfg.SizePixels = 24.0f;
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io.Fonts->AddFontDefault(&font_cfg);
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// 注意:要显示中文,通常需要加载字库文件,这里先通过 io.IniFilename 尝试初始化环境
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font_cfg.SizePixels = 32.0f; // 平板分辨率高,初始字体大一点
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// 尝试加载安卓系统自带的中文字体路径
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const char* font_path = "/system/fonts/NotoSansCJK-Regular.ttc";
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if (access(font_path, F_OK) == -1) {
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font_path = "/system/fonts/DroidSansFallback.ttf"; // 兼容旧版
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}
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if (access(font_path, F_OK) != -1) {
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io.Fonts->AddFontFromFileTTF(font_path, 32.0f, &font_cfg, io.Fonts->GetGlyphRangesChineseFull());
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} else {
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io.Fonts->AddFontDefault(&font_cfg);
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}
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io.DisplaySize = ImVec2((float)g_Width, (float)g_Height);
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io.FontGlobalScale = 2.5f;
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io.IniFilename = nullptr; // 不保存配置文件
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if (ImGui_ImplOpenGL3_Init("#version 300 es")) {
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g_Initialized = true;
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LOGI("ImGui GLES Initialized!");
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LOGI("ImGui Render + Font Initialized!");
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}
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}
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}
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@ -130,21 +149,21 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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}
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void* hack_thread(void*) {
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LOGI("SO Loaded! Start Hooking...");
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LOGI("JKMenu: Starting Deep Hooking...");
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sleep(12);
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// 1. Hook 渲染
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// 1. Hook 渲染 (eglSwapBuffers)
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void* swap_ptr = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
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if (swap_ptr) {
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DobbyHook(swap_ptr, (dobby_dummy_func_t)hooked_eglSwapBuffers, (dobby_dummy_func_t*)&orig_eglSwapBuffers);
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}
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// 2. Hook 触摸 (寻找 Input 模块,这在不同 Android 版本可能不同)
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// 尝试拦截 libinput.so 或相关处理函数
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void* input_ptr = DobbySymbolResolver("libandroid.so", "AInputQueue_getEvent");
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if (input_ptr) {
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LOGI("Found Input Queue hook point.");
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// 注意:触摸 Hook 通常比渲染复杂,需要根据游戏具体使用的 Input 库来定
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// 2. Hook 触摸 (AInputQueue_getEvent)
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// 这是 Android NDK 处理输入最标准的地方
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void* get_event_ptr = DobbySymbolResolver("libandroid.so", "AInputQueue_getEvent");
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if (get_event_ptr) {
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LOGI("Found AInputQueue_getEvent, hooking touch...");
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DobbyHook(get_event_ptr, (dobby_dummy_func_t)hooked_AInputQueue_getEvent, (dobby_dummy_func_t*)&orig_AInputQueue_getEvent);
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}
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return nullptr;
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