diff --git a/main.cpp b/main.cpp index 73a53a41f..a4be218c8 100644 --- a/main.cpp +++ b/main.cpp @@ -25,10 +25,10 @@ struct { bool down; } g_TouchData = {0, 0, false}; -// 用于窗口化坐标转换的全局变量 -static float g_ScreenScaleX = 1.0f; -static float g_ScreenScaleY = 1.0f; -static bool g_NeedCalibrate = true; +// 坐标映射修正参数 +static float g_FixedScaleX = 1.0f; +static float g_FixedScaleY = 1.0f; +static bool g_SwapXY = false; // 是否需要旋转坐标 // --- 原函数指针 --- typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); @@ -37,7 +37,6 @@ static p_eglSwapBuffers old_eglSwapBuffers = nullptr; typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent); static p_InputConsumer_consume old_consume = nullptr; -// 解析 MotionEvent 坐标 void handle_motion_event(void* event) { if (!event) return; @@ -48,17 +47,11 @@ void handle_motion_event(void* event) { if (_getType && _getType(event) == AINPUT_EVENT_TYPE_MOTION) { int action = _getAction(event) & AMOTION_EVENT_ACTION_MASK; + g_TouchData.x = _getX(event, 0); + g_TouchData.y = _getY(event, 0); - float raw_x = _getX(event, 0); - float raw_y = _getY(event, 0); - - if (raw_x >= 0 && raw_y >= 0) { - g_TouchData.x = raw_x; - g_TouchData.y = raw_y; - - if (action == AMOTION_EVENT_ACTION_DOWN) g_TouchData.down = true; - else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_TouchData.down = false; - } + if (action == AMOTION_EVENT_ACTION_DOWN) g_TouchData.down = true; + else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_TouchData.down = false; } } @@ -70,7 +63,6 @@ int hook_InputConsumer_consume(void* instance, void* factory, bool consumeBatche return result; } -// 渲染钩子 EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { EGLint width, height; eglQuerySurface(dpy, surface, EGL_WIDTH, &width); @@ -86,55 +78,63 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)width, (float)height); - // --- 核心修复:动态坐标映射 --- - // 逻辑:如果捕获到的坐标 Y (如2128) 大于 渲染高度 (1008) - // 说明系统给的是物理全屏坐标。我们需要计算缩放比例。 - if (g_TouchData.y > (float)height && g_NeedCalibrate) { - // 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 - // 也可以手动设置:g_ScreenScaleY = (float)height / 2400.0f; - // 更稳妥的做法是:如果超出范围,按当前最高比例缩放 - g_ScreenScaleY = (float)height / 2400.0f; // 这里的 2400 是假设值,后续可微调 - g_ScreenScaleX = (float)width / 1080.0f; - // g_NeedCalibrate = false; + // --- 核心修复逻辑:基于滑块和自动映射 --- + // 根据截图 18:55 的数据计算的初始值: + // 原始 X=1752 (其实是竖屏的 Y), 原始 Y=934 (其实是竖屏的 X) + // 渲染 W=1426, H=1008 + static float sX = 0.81f; // 1426 / 1752 左右 + static float sY = 1.07f; // 1008 / 934 左右 + static bool flipX = false; + static bool flipY = false; + + float finalX = g_TouchData.x * sX; + float finalY = g_TouchData.y * sY; + + if (g_SwapXY) { + finalX = g_TouchData.y * sX; + finalY = g_TouchData.x * sY; } - // 如果你发现还是点不准,最简单的暴力解法: - // 根据你的截图比例 1008/2128 ≈ 0.47 - float mappedX = g_TouchData.x * ((float)width / 1080.0f); // 假设宽1080 - float mappedY = g_TouchData.y * ((float)height / 2400.0f); // 假设高2400 - - // 或者直接使用固定比例(根据你的截图计算所得) - // mappedY = g_TouchData.y * 0.473f; - // mappedX = g_TouchData.x * 0.594f; // 1426/2400 左右 - - io.MousePos = ImVec2(mappedX, mappedY); + io.MousePos = ImVec2(finalX, finalY); io.MouseDown[0] = g_TouchData.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); if (g_ShowMenu) { - ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(width * 0.8f, height * 0.8f), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(10, 10), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(width * 0.9f, height * 0.9f), ImGuiCond_FirstUseEver); - if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) { - ImGui::Text("Render Size: %d x %d", width, height); - ImGui::Text("Raw Touch: %.1f, %.1f", g_TouchData.x, g_TouchData.y); - ImGui::Text("Mapped Pos: %.1f, %.1f", mappedX, mappedY); + if (ImGui::Begin("AndKitty SGame Fixer", &g_ShowMenu)) { + ImGui::Text("Win: %dx%d | Raw: %.1f, %.1f", width, height, g_TouchData.x, g_TouchData.y); + ImGui::Text("Mapped: %.1f, %.1f", finalX, finalY); + ImGui::Separator(); + + // 调试滑块 + ImGui::Checkbox("Swap X/Y (旋转坐标轴)", &g_SwapXY); + ImGui::SliderFloat("Scale X (宽度映射)", &sX, 0.0f, 2.0f); + ImGui::SliderFloat("Scale Y (高度映射)", &sY, 0.0f, 2.0f); ImGui::Separator(); - static float manualScaleX = 0.59f; - static float manualScaleY = 0.47f; - ImGui::SliderFloat("Scale X", &manualScaleX, 0.1f, 2.0f); - ImGui::SliderFloat("Scale Y", &manualScaleY, 0.1f, 2.0f); + if (ImGui::Button("自动校准 (点这里后点击屏幕右下角)", ImVec2(-1, 80))) { + // 点击后请点一下游戏小窗口的最右下角 + if (g_TouchData.x > 100 && g_TouchData.y > 100) { + if (g_TouchData.x > g_TouchData.y) { + sX = (float)width / g_TouchData.x; + sY = (float)height / g_TouchData.y; + g_SwapXY = false; + } else { + sX = (float)width / g_TouchData.y; + sY = (float)height / g_TouchData.x; + g_SwapXY = true; + } + } + } - // 使用滑块实时调整,直到点准为止 - io.MousePos = ImVec2(g_TouchData.x * manualScaleX, g_TouchData.y * manualScaleY); - ImGui::Separator(); static bool esp = false; - ImGui::Checkbox("Enable ESP", &esp); - if (ImGui::Button("Close Menu")) { /* g_ShowMenu = false; */ } + ImGui::Checkbox("Enable Feature", &esp); + if (ImGui::Button("Close Menu", ImVec2(200, 60))) { /* g_ShowMenu = false; */ } } ImGui::End(); } @@ -146,21 +146,14 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { } void* init_thread(void*) { - LOGI("Plugin thread started. Waiting 15s..."); sleep(15); void* egl_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); - if (egl_addr) { - DobbyHook(egl_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); - } + if (egl_addr) DobbyHook(egl_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); const char* consume_sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"; void* consume_addr = DobbySymbolResolver("libinput.so", consume_sym); - - if (consume_addr) { - DobbyHook(consume_addr, (void*)hook_InputConsumer_consume, (void**)&old_consume); - LOGI("Input Hook Success."); - } + if (consume_addr) DobbyHook(consume_addr, (void*)hook_InputConsumer_consume, (void**)&old_consume); return nullptr; }