From 8a4d3c9585d8eebfd54bef7bd1780bdd72b7b550 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Sat, 4 Apr 2026 22:29:44 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 108 ++++++++++++++++++++++++++++++++++--------------------- 1 file changed, 67 insertions(+), 41 deletions(-) diff --git a/main.cpp b/main.cpp index 456b6d9ed..69e74c787 100644 --- a/main.cpp +++ b/main.cpp @@ -6,60 +6,95 @@ #include #include #include +#include +#include // ImGui 核心与渲染器 #include "dobby.h" #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" +#include "imgui_internal.h" #include #include #define LOG_TAG "JKMenu" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__) -#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, 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 (针对 Android Native 注入) +typedef int (*InputEvent_t)(void* event); +InputEvent_t orig_InputEvent = nullptr; + // 全局状态 bool g_Initialized = false; 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; + + 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); + + 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 + } + } +} + +// Hook 触摸事件 (尝试拦截 InputEvent) +int hooked_InputEvent(void* event) { + HandleInput(event); + return orig_InputEvent(event); +} + // 菜单绘制内容 void DrawImGuiMenu() { if (!g_ShowMenu) return; - ImGui::SetNextWindowSize(ImVec2(450, 400), ImGuiCond_FirstUseEver); - ImGui::Begin("JKMenu - OpenGL Mode", &g_ShowMenu); + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("JKMenu - SGame Test", &g_ShowMenu); - ImGui::Text("Device: OnePlus Pad Pro 2"); - ImGui::Text("Package: com.tencent.jkchess"); - ImGui::Text("Screen: %dx%d", g_Width, g_Height); + ImGui::Text("设备: OnePlus Pad Pro 2"); + ImGui::Text("包名: com.tencent.jkchess"); + ImGui::Text("分辨率: %dx%d", g_Width, g_Height); ImGui::Separator(); static bool feature1 = false; - ImGui::Checkbox("显示射线", &feature1); + ImGui::Checkbox("功能开关 1", &feature1); static float menu_scale = 1.0f; - ImGui::SliderFloat("菜单缩放", &menu_scale, 0.5f, 2.0f); + if (ImGui::SliderFloat("菜单大小", &menu_scale, 0.5f, 2.0f)) { + ImGui::GetIO().FontGlobalScale = 2.0f * menu_scale; + } - if (ImGui::Button("隐藏菜单 (需重启注入显示)")) { + if (ImGui::Button("退出菜单")) { g_ShowMenu = false; } ImGui::End(); } -// 核心 Hook 函数 +// 核心渲染 Hook EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (!g_Initialized) { - LOGI("SUCCESS: OpenGL Render triggered via eglSwapBuffers!"); - - // 获取实际渲染表面的宽高 eglQuerySurface(dpy, surface, EGL_WIDTH, &g_Width); eglQuerySurface(dpy, surface, EGL_HEIGHT, &g_Height); @@ -67,13 +102,18 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); - // 针对高分辨率平板优化字体大小 - io.FontGlobalScale = 2.5f; + // 解决中文乱码:加载字体 (Android 环境建议加载默认字体) + 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 + io.DisplaySize = ImVec2((float)g_Width, (float)g_Height); + io.FontGlobalScale = 2.5f; if (ImGui_ImplOpenGL3_Init("#version 300 es")) { g_Initialized = true; - LOGI("ImGui Initialized Successfully!"); + LOGI("ImGui GLES Initialized!"); } } } @@ -81,9 +121,7 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (g_Initialized) { ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); - DrawImGuiMenu(); - ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } @@ -91,39 +129,27 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { return orig_eglSwapBuffers(dpy, surface); } -// 注入后的初始化线程 void* hack_thread(void*) { - LOGI("SO Loaded! Waiting for Game Engine..."); - - // 等待游戏加载,金铲铲这类游戏建议等 10-15 秒 + LOGI("SO Loaded! Start Hooking..."); sleep(12); - // 尝试寻找 Hook 点 - // 1. 标准 EGL 函数 - void* target = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); - - // 2. 如果标准没搜到,尝试搜腾讯私有渲染函数 - if (!target) { - target = dlsym(RTLD_DEFAULT, "nw_main_swap_buffers"); + // 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); } - if (target) { - LOGI("Found render target at %p, applying DobbyHook...", target); - DobbyHook(target, - (dobby_dummy_func_t)hooked_eglSwapBuffers, - (dobby_dummy_func_t*)&orig_eglSwapBuffers); - - if (orig_eglSwapBuffers) { - LOGI("Dobby Hook Applied Successfully!"); - } - } else { - LOGE("CRITICAL: No render function found. Is the game still in Vulkan mode?"); + // 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 } return nullptr; } -// 构造函数:SO 加载时自动运行 void __attribute__((constructor)) init() { pthread_t t; pthread_create(&t, nullptr, hack_thread, nullptr);