Update main.cpp

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gggaa2152 2026-04-06 09:13:52 +08:00 committed by GitHub
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main.cpp
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@ -1,158 +1,184 @@
#include <list>
#include <vector>
#include <string.h>
#include <pthread.h>
#include <thread>
#include <chrono>
#include <iostream>
#include <fstream>
#include <string>
#include <unistd.h>
#include <android/log.h>
#include <android/input.h>
#include <dlfcn.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#include <dlfcn.h>
#include "dobby.h"
#include "imgui.h"
#include "imgui_impl_android.h"
#include "imgui_impl_opengl3.h"
#include "dobby.h"
#include <android/log.h>
#include <android/input.h>
#define TAG "AndKitty_Menu"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
#define LOG_TAG "AndKitty_Menu"
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__)
// --- 全局变量与状态 ---
static bool g_Initialized = false;
static bool g_ShowMenu = true;
static float g_MenuX = 100.0f;
static float g_MenuY = 100.0f;
// 触摸状态全局变量 (数据补偿池)
// 触摸状态全局快照 (用于底层拦截同步)
struct {
float x;
float y;
bool down;
int count;
} g_CompensatedTouch = {0, 0, false, 0};
} g_RealTimeTouch = {0.0f, 0.0f, false};
// --- 原函数指针声明 ---
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
// --- 深度补偿 Hook: 即使 Unity 不走 Queue,只要它读坐标,我们就截获 ---
typedef float (*p_AMotionEvent_getX)(const AInputEvent* motion_event, size_t pointer_index);
static p_AMotionEvent_getX old_getX = nullptr;
typedef float (*p_AMotionEvent_getRawX)(const AInputEvent* motion_event, size_t pointer_index);
static p_AMotionEvent_getRawX old_getRawX = nullptr;
typedef float (*p_AMotionEvent_getRawY)(const AInputEvent* motion_event, size_t pointer_index);
static p_AMotionEvent_getRawY old_getRawY = nullptr;
typedef float (*p_AMotionEvent_getY)(const AInputEvent* motion_event, size_t pointer_index);
static p_AMotionEvent_getY old_getY = nullptr;
typedef int32_t (*p_AMotionEvent_getAction)(const AInputEvent* motion_event);
static p_AMotionEvent_getAction old_getAction = nullptr;
float hook_AMotionEvent_getRawX(const AInputEvent* motion_event, size_t pointer_index) {
float x = old_getRawX(motion_event, pointer_index);
if (g_ShowMenu && pointer_index == 0) {
g_CompensatedTouch.x = x;
g_CompensatedTouch.count++;
}
// --- 触摸 Hook 回调 ---
// 拦截系统底层坐标换算,确保拿到最真实的点击位置
float hook_AMotionEvent_getX(const AInputEvent* event, size_t index) {
float x = old_getX(event, index);
if (index == 0) g_RealTimeTouch.x = x;
return x;
}
float hook_AMotionEvent_getRawY(const AInputEvent* motion_event, size_t pointer_index) {
float y = old_getRawY(motion_event, pointer_index);
if (g_ShowMenu && pointer_index == 0) {
g_CompensatedTouch.y = y;
}
float hook_AMotionEvent_getY(const AInputEvent* event, size_t index) {
float y = old_getY(event, index);
if (index == 0) g_RealTimeTouch.y = y;
return y;
}
int32_t hook_AMotionEvent_getAction(const AInputEvent* motion_event) {
int32_t action = old_getAction(motion_event);
if (g_ShowMenu) {
int32_t code = action & AMOTION_EVENT_ACTION_MASK;
if (code == AMOTION_EVENT_ACTION_DOWN || code == AMOTION_EVENT_ACTION_POINTER_DOWN) {
g_CompensatedTouch.down = true;
} else if (code == AMOTION_EVENT_ACTION_UP || code == AMOTION_EVENT_ACTION_POINTER_UP || code == AMOTION_EVENT_ACTION_CANCEL) {
g_CompensatedTouch.down = false;
}
}
int32_t hook_AMotionEvent_getAction(const AInputEvent* event) {
int32_t action = old_getAction(event);
int32_t code = action & AMOTION_EVENT_ACTION_MASK;
// 处理按下与抬起状态
if (code == AMOTION_EVENT_ACTION_DOWN || code == AMOTION_EVENT_ACTION_POINTER_DOWN)
g_RealTimeTouch.down = true;
else if (code == AMOTION_EVENT_ACTION_UP || code == AMOTION_EVENT_ACTION_POINTER_UP || code == AMOTION_EVENT_ACTION_CANCEL)
g_RealTimeTouch.down = false;
return action;
}
// 渲染钩子
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
if (!g_Initialized) {
EGLint width, height;
eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &height);
// --- 渲染逻辑 ---
void SetupImGui(int width, int height) {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
// 设置字体大小等 UI 风格
ImGui::StyleColorsDark();
ImGui_ImplOpenGL3_Init("#version 300 es");
g_Initialized = true;
LOGI("ImGui Initialized: %dx%d", width, height);
}
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)width, (float)height);
float scale = (float)width / 1920.0f;
ImGui::GetStyle().ScaleAllSizes(scale > 1.2f ? scale : 1.2f);
ImGui_ImplOpenGL3_Init("#version 300 es");
g_Initialized = true;
LOGI("ImGui Context Created.");
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
static int width = 0, height = 0;
if (width == 0 || height == 0) {
EGLint w, h;
eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
width = w; height = h;
}
if (!g_Initialized) {
SetupImGui(width, height);
}
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
if (g_ShowMenu) {
ImGuiIO& io = ImGui::GetIO();
// 强制将补偿的触摸数据注入 ImGui
io.MousePos = ImVec2(g_CompensatedTouch.x, g_CompensatedTouch.y);
io.MouseDown[0] = g_CompensatedTouch.down;
// 【核心注入】:将底层 Hook 拿到的坐标强制塞给 ImGui
io.MousePos = ImVec2(g_RealTimeTouch.x, g_RealTimeTouch.y);
io.MouseDown[0] = g_RealTimeTouch.down;
io.DisplaySize = ImVec2((float)width, (float)height);
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 绘制菜单界面
ImGui::SetNextWindowPos(ImVec2(g_MenuX, g_MenuY), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(400, 300), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) {
ImGui::TextColored(ImVec4(0,1,1,1), "Direct Hook Active");
ImGui::Text("Captured Count: %d", g_CompensatedTouch.count);
ImGui::Text("Last Pos: %.1f, %.1f", g_CompensatedTouch.x, g_CompensatedTouch.y);
ImGui::Text("Touch Status: %s", g_CompensatedTouch.down ? "HOLDING" : "IDLE");
if (ImGui::Begin("AndKitty Mod Menu", &g_ShowMenu)) {
ImGui::Text("Status: Running");
ImGui::Separator();
if (ImGui::Button("Reset Trace")) g_CompensatedTouch.count = 0;
static bool esp = true;
ImGui::Checkbox("Draw ESP", &esp);
static bool esp = false;
ImGui::Checkbox("Enable ESP", &esp);
static float aim_speed = 5.0f;
ImGui::SliderFloat("Aim Speed", &aim_speed, 1.0f, 20.0f);
if (ImGui::Button("Hide Menu")) {
g_ShowMenu = false;
}
// 调试信息:显示实时捕获的坐标
ImGui::Text("Touch: X:%.1f Y:%.1f (%s)",
g_RealTimeTouch.x, g_RealTimeTouch.y,
g_RealTimeTouch.down ? "DOWN" : "UP");
}
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
return old_eglSwapBuffers(dpy, surface);
}
// --- 初始化线程 ---
void* init_thread(void*) {
// 等待 libunity.so 及其依赖库加载
LOGI("Plugin thread: waiting for modules...");
while (true) {
if (dlopen("libunity.so", RTLD_NOLOAD)) break;
usleep(500000);
LOGI("Plugin thread started, waiting for game initialization...");
sleep(15); // 等待游戏过掉检测和 Logo 加载
// 1. Hook 渲染函数
void* egl_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (egl_addr) {
DobbyHook(egl_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
LOGI("Hooked eglSwapBuffers at %p", egl_addr);
}
sleep(10);
// 1. Hook 渲染
void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (swap_addr) DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
// 2. 深度 Hook libandroid.so 导出的原始函数
// 即使 Unity 绕过了 AInputQueue,它读坐标时也大概率会调这些导出的 API
// 2. Hook 底层触摸 (libandroid.so)
// 即使游戏屏蔽了上层的 InputQueue,底层的这些函数依然会被调用
void* h_android = dlopen("libandroid.so", RTLD_NOW);
if (h_android) {
void* getRawX = dlsym(h_android, "AMotionEvent_getRawX");
void* getRawY = dlsym(h_android, "AMotionEvent_getRawY");
void* getX = dlsym(h_android, "AMotionEvent_getX");
void* getY = dlsym(h_android, "AMotionEvent_getY");
void* getAction = dlsym(h_android, "AMotionEvent_getAction");
if (getRawX) DobbyHook(getRawX, (void*)hook_AMotionEvent_getRawX, (void**)&old_getRawX);
if (getRawY) DobbyHook(getRawY, (void*)hook_AMotionEvent_getRawY, (void**)&old_getRawY);
if (getX) DobbyHook(getX, (void*)hook_AMotionEvent_getX, (void**)&old_getX);
if (getY) DobbyHook(getY, (void*)hook_AMotionEvent_getY, (void**)&old_getY);
if (getAction) DobbyHook(getAction, (void*)hook_AMotionEvent_getAction, (void**)&old_getAction);
LOGI("Deep Touch Hooks applied.");
LOGI("Touch Force-Sync Hooks Applied!");
}
return nullptr;
}
__attribute__((constructor)) void init_plugin() {
// .so 加载入口
__attribute__((constructor))
void main_entry() {
pthread_t t;
pthread_create(&t, nullptr, init_thread, nullptr);
}