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Update main.cpp
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1a1ec006e2
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113
main.cpp
113
main.cpp
@ -25,10 +25,10 @@ struct {
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bool down;
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} g_TouchData = {0, 0, false};
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// 用于窗口化坐标转换的全局变量
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static float g_ScreenScaleX = 1.0f;
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static float g_ScreenScaleY = 1.0f;
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static bool g_NeedCalibrate = true;
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// 坐标映射修正参数
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static float g_FixedScaleX = 1.0f;
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static float g_FixedScaleY = 1.0f;
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static bool g_SwapXY = false; // 是否需要旋转坐标
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// --- 原函数指针 ---
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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@ -37,7 +37,6 @@ static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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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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// 解析 MotionEvent 坐标
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void handle_motion_event(void* event) {
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if (!event) return;
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@ -48,17 +47,11 @@ void handle_motion_event(void* event) {
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if (_getType && _getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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int action = _getAction(event) & AMOTION_EVENT_ACTION_MASK;
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g_TouchData.x = _getX(event, 0);
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g_TouchData.y = _getY(event, 0);
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float raw_x = _getX(event, 0);
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float raw_y = _getY(event, 0);
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if (raw_x >= 0 && raw_y >= 0) {
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g_TouchData.x = raw_x;
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g_TouchData.y = raw_y;
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if (action == AMOTION_EVENT_ACTION_DOWN) g_TouchData.down = true;
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_TouchData.down = false;
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}
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if (action == AMOTION_EVENT_ACTION_DOWN) g_TouchData.down = true;
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_TouchData.down = false;
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}
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}
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@ -70,7 +63,6 @@ int hook_InputConsumer_consume(void* instance, void* factory, bool consumeBatche
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return result;
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}
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// 渲染钩子
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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EGLint width, height;
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eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
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@ -86,55 +78,63 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)width, (float)height);
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// --- 核心修复:动态坐标映射 ---
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// 逻辑:如果捕获到的坐标 Y (如2128) 大于 渲染高度 (1008)
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// 说明系统给的是物理全屏坐标。我们需要计算缩放比例。
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if (g_TouchData.y > (float)height && g_NeedCalibrate) {
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// 假设常见手机高度为 2400 左右,这里我们根据第一次点击自动校准
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// 也可以手动设置:g_ScreenScaleY = (float)height / 2400.0f;
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// 更稳妥的做法是:如果超出范围,按当前最高比例缩放
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g_ScreenScaleY = (float)height / 2400.0f; // 这里的 2400 是假设值,后续可微调
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g_ScreenScaleX = (float)width / 1080.0f;
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// g_NeedCalibrate = false;
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// --- 核心修复逻辑:基于滑块和自动映射 ---
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// 根据截图 18:55 的数据计算的初始值:
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// 原始 X=1752 (其实是竖屏的 Y), 原始 Y=934 (其实是竖屏的 X)
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// 渲染 W=1426, H=1008
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static float sX = 0.81f; // 1426 / 1752 左右
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static float sY = 1.07f; // 1008 / 934 左右
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static bool flipX = false;
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static bool flipY = false;
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float finalX = g_TouchData.x * sX;
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float finalY = g_TouchData.y * sY;
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if (g_SwapXY) {
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finalX = g_TouchData.y * sX;
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finalY = g_TouchData.x * sY;
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}
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// 如果你发现还是点不准,最简单的暴力解法:
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// 根据你的截图比例 1008/2128 ≈ 0.47
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float mappedX = g_TouchData.x * ((float)width / 1080.0f); // 假设宽1080
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float mappedY = g_TouchData.y * ((float)height / 2400.0f); // 假设高2400
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// 或者直接使用固定比例(根据你的截图计算所得)
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// mappedY = g_TouchData.y * 0.473f;
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// mappedX = g_TouchData.x * 0.594f; // 1426/2400 左右
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io.MousePos = ImVec2(mappedX, mappedY);
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io.MousePos = ImVec2(finalX, finalY);
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io.MouseDown[0] = g_TouchData.down;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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if (g_ShowMenu) {
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ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(width * 0.8f, height * 0.8f), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(10, 10), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(width * 0.9f, height * 0.9f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) {
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ImGui::Text("Render Size: %d x %d", width, height);
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ImGui::Text("Raw Touch: %.1f, %.1f", g_TouchData.x, g_TouchData.y);
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ImGui::Text("Mapped Pos: %.1f, %.1f", mappedX, mappedY);
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if (ImGui::Begin("AndKitty SGame Fixer", &g_ShowMenu)) {
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ImGui::Text("Win: %dx%d | Raw: %.1f, %.1f", width, height, g_TouchData.x, g_TouchData.y);
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ImGui::Text("Mapped: %.1f, %.1f", finalX, finalY);
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ImGui::Separator();
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// 调试滑块
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ImGui::Checkbox("Swap X/Y (旋转坐标轴)", &g_SwapXY);
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ImGui::SliderFloat("Scale X (宽度映射)", &sX, 0.0f, 2.0f);
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ImGui::SliderFloat("Scale Y (高度映射)", &sY, 0.0f, 2.0f);
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ImGui::Separator();
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static float manualScaleX = 0.59f;
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static float manualScaleY = 0.47f;
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ImGui::SliderFloat("Scale X", &manualScaleX, 0.1f, 2.0f);
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ImGui::SliderFloat("Scale Y", &manualScaleY, 0.1f, 2.0f);
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if (ImGui::Button("自动校准 (点这里后点击屏幕右下角)", ImVec2(-1, 80))) {
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// 点击后请点一下游戏小窗口的最右下角
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if (g_TouchData.x > 100 && g_TouchData.y > 100) {
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if (g_TouchData.x > g_TouchData.y) {
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sX = (float)width / g_TouchData.x;
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sY = (float)height / g_TouchData.y;
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g_SwapXY = false;
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} else {
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sX = (float)width / g_TouchData.y;
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sY = (float)height / g_TouchData.x;
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g_SwapXY = true;
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}
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}
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}
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// 使用滑块实时调整,直到点准为止
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io.MousePos = ImVec2(g_TouchData.x * manualScaleX, g_TouchData.y * manualScaleY);
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ImGui::Separator();
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static bool esp = false;
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ImGui::Checkbox("Enable ESP", &esp);
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if (ImGui::Button("Close Menu")) { /* g_ShowMenu = false; */ }
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ImGui::Checkbox("Enable Feature", &esp);
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if (ImGui::Button("Close Menu", ImVec2(200, 60))) { /* g_ShowMenu = false; */ }
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}
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ImGui::End();
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}
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@ -146,21 +146,14 @@ 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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void* egl_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (egl_addr) {
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DobbyHook(egl_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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}
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if (egl_addr) DobbyHook(egl_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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const char* consume_sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE";
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void* consume_addr = DobbySymbolResolver("libinput.so", consume_sym);
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if (consume_addr) {
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DobbyHook(consume_addr, (void*)hook_InputConsumer_consume, (void**)&old_consume);
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LOGI("Input Hook Success.");
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}
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if (consume_addr) DobbyHook(consume_addr, (void*)hook_InputConsumer_consume, (void**)&old_consume);
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return nullptr;
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}
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