diff --git a/main.cpp b/main.cpp index 69e74c787..81da221ac 100644 --- a/main.cpp +++ b/main.cpp @@ -25,9 +25,9 @@ typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay dpy, EGLSurface surface); eglSwapBuffers_t orig_eglSwapBuffers = nullptr; -// 触摸 Hook 相关 (针对 Android Native 注入) -typedef int (*InputEvent_t)(void* event); -InputEvent_t orig_InputEvent = nullptr; +// 触摸 Hook 相关 +typedef int (*AInputQueue_getEvent_t)(AInputQueue* queue, AInputEvent** out_event); +AInputQueue_getEvent_t orig_AInputQueue_getEvent = nullptr; // 全局状态 bool g_Initialized = false; @@ -35,34 +35,42 @@ bool g_ShowMenu = true; int g_Width = 0; int g_Height = 0; -// 处理触摸事件 -void HandleInput(void* event) { - if (!g_Initialized) return; - +// 处理触摸事件逻辑 +bool HandleAndroidInput(AInputEvent* event) { + if (!g_Initialized || !g_ShowMenu) return false; + ImGuiIO& io = ImGui::GetIO(); - int32_t type = AInputEvent_getType((AInputEvent*)event); - - if (type == AINPUT_EVENT_TYPE_MOTION) { - int32_t action = AMotionEvent_getAction((AInputEvent*)event) & AMOTION_EVENT_ACTION_MASK; - float x = AMotionEvent_getX((AInputEvent*)event, 0); - float y = AMotionEvent_getY((AInputEvent*)event, 0); - + int32_t eventType = 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); + io.MousePos = ImVec2(x, y); - - if (action == AMOTION_EVENT_ACTION_DOWN) io.MouseDown[0] = true; - else if (action == AMOTION_EVENT_ACTION_UP) io.MouseDown[0] = false; - - // 如果菜单显示,截断触摸,不让点击穿透到游戏 - if (g_ShowMenu && ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) { - // 这里根据实际情况处理是否消费事件 + + if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) { + io.MouseDown[0] = true; + } else if (action == AMOTION_EVENT_ACTION_UP || action == 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; } } + return false; } -// Hook 触摸事件 (尝试拦截 InputEvent) -int hooked_InputEvent(void* event) { - HandleInput(event); - return orig_InputEvent(event); +// 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); + } + return res; } // 菜单绘制内容 @@ -70,22 +78,23 @@ void DrawImGuiMenu() { if (!g_ShowMenu) return; ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); - ImGui::Begin("JKMenu - SGame Test", &g_ShowMenu); + // 使用 UTF-8 编码的中文标题 + ImGui::Begin("JKMenu - 腾讯游戏通用菜单", &g_ShowMenu); ImGui::Text("设备: OnePlus Pad Pro 2"); - ImGui::Text("包名: com.tencent.jkchess"); + ImGui::Text("状态: 注入成功 (OpenGL 模式)"); ImGui::Text("分辨率: %dx%d", g_Width, g_Height); ImGui::Separator(); - static bool feature1 = false; - ImGui::Checkbox("功能开关 1", &feature1); + static bool feature_esp = false; + ImGui::Checkbox("显示射线 (ESP)", &feature_esp); static float menu_scale = 1.0f; - if (ImGui::SliderFloat("菜单大小", &menu_scale, 0.5f, 2.0f)) { - ImGui::GetIO().FontGlobalScale = 2.0f * menu_scale; + if (ImGui::SliderFloat("菜单缩放", &menu_scale, 0.5f, 2.0f)) { + ImGui::GetIO().FontGlobalScale = 1.0f * menu_scale; } - if (ImGui::Button("退出菜单")) { + if (ImGui::Button("完全关闭菜单")) { g_ShowMenu = false; } @@ -102,18 +111,28 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); - // 解决中文乱码:加载字体 (Android 环境建议加载默认字体) + // --- 解决中文乱码的关键 --- ImFontConfig font_cfg; - font_cfg.SizePixels = 24.0f; - io.Fonts->AddFontDefault(&font_cfg); - // 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 + font_cfg.SizePixels = 32.0f; // 平板分辨率高,初始字体大一点 + + // 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.FontGlobalScale = 2.5f; + io.IniFilename = nullptr; // 不保存配置文件 if (ImGui_ImplOpenGL3_Init("#version 300 es")) { g_Initialized = true; - LOGI("ImGui GLES Initialized!"); + LOGI("ImGui Render + Font Initialized!"); } } } @@ -130,21 +149,21 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { } void* hack_thread(void*) { - LOGI("SO Loaded! Start Hooking..."); + LOGI("JKMenu: Starting Deep Hooking..."); sleep(12); - // 1. Hook 渲染 + // 1. Hook 渲染 (eglSwapBuffers) 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 (寻找 Input 模块,这在不同 Android 版本可能不同) - // 尝试拦截 libinput.so 或相关处理函数 - void* input_ptr = DobbySymbolResolver("libandroid.so", "AInputQueue_getEvent"); - if (input_ptr) { - LOGI("Found Input Queue hook point."); - // 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 + // 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); } return nullptr;