From 98d2362cde97a068eb4bd5d0ada979d4a362cf34 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Mon, 6 Apr 2026 09:13:52 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 206 +++++++++++++++++++++++++++++++------------------------ 1 file changed, 116 insertions(+), 90 deletions(-) diff --git a/main.cpp b/main.cpp index 9e9db463f..1160b7bcb 100644 --- a/main.cpp +++ b/main.cpp @@ -1,158 +1,184 @@ +#include +#include +#include #include +#include +#include +#include +#include +#include #include -#include -#include +#include + #include #include -#include -#include "dobby.h" + #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" +#include "dobby.h" +#include +#include -#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); }