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https://github.com/ocornut/imgui.git
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Update main.cpp
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parent
ede25f96db
commit
9931445697
178
main.cpp
178
main.cpp
@ -37,8 +37,6 @@ struct {
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float physW = 3392.0f;
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float physH = 2400.0f;
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bool isSizeAutoDetected = false;
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// 触控偏移
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float offsetX = 0.0f;
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float offsetY = 0.0f;
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} g_Touch;
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@ -52,11 +50,7 @@ static uintptr_t g_GameBase = 0;
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static uintptr_t g_HookAddr_InitActor = 0;
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static uintptr_t g_HookAddr_ClearActor = 0;
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// =================================================================
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// 核心读取逻辑:使用 Pipe (管道) 模式
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// =================================================================
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static int g_SafePipe[2] = {-1, -1};
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void InitSafePipe() {
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if (g_SafePipe[0] == -1 && pipe(g_SafePipe) == -1) {
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LOGE("[-] 管道创建失败!");
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@ -73,7 +67,6 @@ T SafeRead(uintptr_t address) {
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return value;
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}
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// 动态偏移配置
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struct DynamicOffsets {
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uint32_t x0_to_addr1 = 32;
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uint32_t addr1_to_addr2 = 16;
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@ -91,18 +84,14 @@ struct DynamicOffsets {
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DynamicOffsets g_Offsets;
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std::mutex g_OffsetMutex;
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struct PlayerData {
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int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0;
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float worldX = 0, worldY = 0, worldZ = 0;
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float mapX = 0, mapY = 0;
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};
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struct DebugChain {
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uintptr_t baseX0 = 0;
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uintptr_t addr1 = 0;
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uintptr_t addr2 = 0;
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struct Item {
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uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0;
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// 最终数据存放地址,方便看哪一步断了
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uintptr_t gold_ptr = 0, hp_ptr = 0, level_ptr = 0;
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} items[15];
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};
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@ -110,7 +99,6 @@ struct GameSnapshot {
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bool inMatch = false;
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DynamicOffsets offsets;
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DebugChain debug;
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std::vector<PlayerData> players;
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};
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std::mutex g_SnapshotMutex;
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@ -123,6 +111,7 @@ void DataWorkerThread() {
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DynamicOffsets currOff;
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{ std::lock_guard<std::mutex> lock(g_OffsetMutex); currOff = g_Offsets; }
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newSnap.offsets = currOff;
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uintptr_t baseX0 = g_ActorManager.load();
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if (baseX0 != 0) {
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newSnap.inMatch = true;
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@ -137,18 +126,24 @@ void DataWorkerThread() {
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uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8));
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newSnap.debug.items[i].base = item;
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if (!item) continue;
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uintptr_t addr3 = SafeRead<uintptr_t>(item + currOff.item_to_addr3);
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newSnap.debug.items[i].addr3 = addr3;
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if (!addr3) continue;
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PlayerData p;
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uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
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newSnap.debug.items[i].addr4 = addr4;
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if (addr4) {
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p.gold = SafeRead<int32_t>(addr4 + currOff.prop_gold);
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p.hp = SafeRead<int32_t>(addr4 + currOff.prop_hp);
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p.maxHp = SafeRead<int32_t>(addr4 + currOff.prop_maxhp);
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p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
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newSnap.debug.items[i].gold_ptr = addr4 + currOff.prop_gold;
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newSnap.debug.items[i].hp_ptr = addr4 + currOff.prop_hp;
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newSnap.debug.items[i].level_ptr = addr4 + currOff.prop_level;
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}
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if (p.maxHp > 0 && p.maxHp < 50000) newSnap.players.push_back(p);
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uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
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newSnap.debug.items[i].addr5 = addr5;
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uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
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newSnap.debug.items[i].addr6 = addr6;
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}
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}
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}
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@ -186,32 +181,83 @@ void hook_ClearActor(void* x0) {
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old_ClearActor(x0);
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}
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// 指针调试窗
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// =================================================================
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// 核心:输出所有捕获到的地址
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// =================================================================
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void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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ImGui::SetNextWindowPos(ImVec2(w * 0.4f, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("内存指针链实时诊断", nullptr, ImGuiWindowFlags_None)) {
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if (ImGui::CollapsingHeader("10进制偏移微调 (按 1 调节)", ImGuiTreeNodeFlags_DefaultOpen)) {
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if (ImGui::Begin("内存地址链路全监控", nullptr, ImGuiWindowFlags_None)) {
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if (ImGui::CollapsingHeader("偏移量实时微调面板", ImGuiTreeNodeFlags_DefaultOpen)) {
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std::lock_guard<std::mutex> lock(g_OffsetMutex);
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auto drawOffsetBtn = [](const char* label, uint32_t& val) {
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ImGui::PushID(&val);
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ImGui::Text("%s: %d", label, val);
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if (ImGui::Button("-8")) val -= 8; ImGui::SameLine();
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ImGui::Text("%s: %d (0x%X)", label, val, val);
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if (ImGui::Button("-1")) val -= 1; ImGui::SameLine();
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if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
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if (ImGui::Button("+8")) val += 8;
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ImGui::PopID();
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};
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drawOffsetBtn("地址1", g_Offsets.x0_to_addr1);
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drawOffsetBtn("数组", g_Offsets.addr1_to_addr2);
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drawOffsetBtn("实体", g_Offsets.item_to_addr3);
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drawOffsetBtn("地址1 (x0 + ?)", g_Offsets.x0_to_addr1);
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drawOffsetBtn("数组 (addr1 + ?)", g_Offsets.addr1_to_addr2);
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drawOffsetBtn("实体 (item + ?)", g_Offsets.item_to_addr3);
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}
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ImGui::Separator();
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const auto& d = snap.debug;
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "X0 基址: 0x%lx (触发:%d)", d.baseX0, g_InitActorTriggerCount.load());
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 地址1: 0x%lx", d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 数组: 0x%lx", d.addr2);
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const auto& off = snap.offsets;
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// 顶层链路
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ImGui::TextColored(ImVec4(0,1,1,1), "模块基址: 0x%lx", g_GameBase);
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "起点 X0: 0x%lx (触发:%d)", d.baseX0, g_InitActorTriggerCount.load());
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 地址 1 (X0 + %d): 0x%lx", off.x0_to_addr1, d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ 英雄数组 (Addr1 + %d): 0x%lx", off.addr1_to_addr2, d.addr2);
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ImGui::Separator();
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ImGui::Text("---- 英雄单元详细内存树 ----");
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if (d.addr2 != 0) {
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for (int i = 0; i < 15; i++) {
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if (d.items[i].base == 0) continue;
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char nodeName[128];
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snprintf(nodeName, sizeof(nodeName), "玩家[%d] 实例地址: 0x%lx", i, d.items[i].base);
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if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
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// 第一级跳转:实体数据
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ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" └─ [+%d] 详细数据(Addr3): 0x%lx", off.item_to_addr3, d.items[i].addr3);
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if (d.items[i].addr3) {
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// 第二级跳转:三个主要功能区
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if (ImGui::TreeNode("查看具体功能区与数据末端地址")) {
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// Addr4: 属性区
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ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" ├─ Addr4 (属性区): 0x%lx", d.items[i].addr4);
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if (d.items[i].addr4) {
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ImGui::BulletText("HP 存放地址: 0x%lx", d.items[i].hp_ptr);
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ImGui::BulletText("金币存放地址: 0x%lx", d.items[i].gold_ptr);
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ImGui::BulletText("等级存放地址: 0x%lx", d.items[i].level_ptr);
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}
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// Addr5: 坐标区
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ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" ├─ Addr5 (世界坐标区): 0x%lx", d.items[i].addr5);
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// Addr6: 雷达区
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ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1),
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" └─ Addr6 (雷达区): 0x%lx", d.items[i].addr6);
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ImGui::TreePop();
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}
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}
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ImGui::TreePop();
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}
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}
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} else {
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ImGui::TextColored(ImVec4(1,0,0,1), "英雄数组为空,请进入对局触发 InitActor。");
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}
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}
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ImGui::End();
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}
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@ -225,18 +271,12 @@ static p_InputConsumer_consume old_consume = nullptr;
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void handle_android_event(AInputEvent* event) {
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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float autoScaleX = (g_Touch.renderW > 0) ? (g_Touch.renderW / g_Touch.physW) : 1.0f;
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float autoScaleY = (g_Touch.renderH > 0) ? (g_Touch.renderH / g_Touch.physH) : 1.0f;
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g_Touch.x = (AMotionEvent_getX(event, 0) * autoScaleX) + g_Touch.offsetX;
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g_Touch.y = (AMotionEvent_getY(event, 0) * autoScaleY) + g_Touch.offsetY;
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if (action == AMOTION_EVENT_ACTION_DOWN) {
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g_Touch.down.store(true);
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} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) {
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g_Touch.down.store(false);
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}
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if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down.store(true);
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down.store(false);
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}
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}
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@ -257,14 +297,8 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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if (!g_Initialized) {
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ImGui::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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ImGuiIO& io = ImGui::GetIO();
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const char* systemFonts[] = {
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"/system/fonts/SysSans-Hans-Regular.ttf",
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"/system/fonts/NotoSansCJKjp-Regular.otc",
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"/system/fonts/NotoSansSC-Regular.otf",
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"/system/fonts/DroidSansFallback.ttf"
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};
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const char* systemFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc", "/system/fonts/NotoSansSC-Regular.otf", "/system/fonts/DroidSansFallback.ttf" };
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for (int i = 0; i < 4; i++) {
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if (access(systemFonts[i], R_OK) == 0) {
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io.Fonts->AddFontFromFileTTF(systemFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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@ -289,59 +323,29 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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style.ScaleAllSizes(1.2f * finalScale);
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style.WindowRounding = 12.0f;
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style.FramePadding = ImVec2(10, 10);
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// 修正:将 TitleAlign 修改为 WindowTitleAlign
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style.WindowTitleAlign = ImVec2(0.5f, 0.5f);
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io.FontGlobalScale = 1.2f * finalScale;
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ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame();
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if (g_Touch.down.load()) ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 22.0f, IM_COL32(0, 255, 0, 180));
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if (g_BaseWindowHeight == 0.0f) g_BaseWindowHeight = h * 0.45f;
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ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
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static bool show_pointer_debugger = true;
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if (ImGui::Begin("全自动对局助手 (libil2cpp版)")) {
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if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载字库,中文变问号!");
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if (ImGui::CollapsingHeader("校准与设置", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::SliderFloat("UI 缩放", &g_UserUIScale, 0.5f, 2.0f);
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ImGui::Text("当前触控偏移: X:%.1f Y:%.1f", g_Touch.offsetX, g_Touch.offsetY);
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if (ImGui::Button(" 重置所有偏移量 (RESET) ", ImVec2(-1, 0))) {
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g_Touch.offsetX = 0;
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g_Touch.offsetY = 0;
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}
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if (ImGui::Button("-10##x")) g_Touch.offsetX -= 10; ImGui::SameLine();
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if (ImGui::Button("+10##x")) g_Touch.offsetX += 10; ImGui::SameLine();
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ImGui::Text("微调 X");
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if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine();
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if (ImGui::Button("+10##y")) g_Touch.offsetY += 10;
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ImGui::Text("微调 Y");
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}
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if (ImGui::Begin("全自动对局助手 (调试模式)")) {
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ImGui::SliderFloat("UI 缩放", &g_UserUIScale, 0.5f, 2.0f);
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if (ImGui::Button(" 重置触控校准 (RESET) ")) { g_Touch.offsetX = 0; g_Touch.offsetY = 0; }
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ImGui::Text("触控偏移: X:%.1f Y:%.1f", g_Touch.offsetX, g_Touch.offsetY);
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if (ImGui::Button("-10##x")) g_Touch.offsetX -= 10; ImGui::SameLine();
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if (ImGui::Button("+10##x")) g_Touch.offsetX += 10; ImGui::SameLine();
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if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine();
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if (ImGui::Button("+10##y")) g_Touch.offsetY += 10;
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ImGui::Separator();
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ImGui::Checkbox("开启指针诊断窗", &show_pointer_debugger);
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ImGui::Separator();
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "对局状态: %s", snapshot.inMatch ? "正在对局" : "空闲中");
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if (ImGui::BeginTable("PlayersTable", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) {
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ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量数据");
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ImGui::TableHeadersRow();
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for (const auto& p : snapshot.players) {
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ImGui::TableNextRow();
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ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level);
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ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp);
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}
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ImGui::EndTable();
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}
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "正在对局" : "空闲");
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}
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ImGui::End();
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if (show_pointer_debugger) DrawPointerDebugger(snapshot, w, h);
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DrawPointerDebugger(snapshot, w, h);
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ImGui::Render();
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GLint v[4]; glGetIntegerv(GL_VIEWPORT, v);
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@ -357,9 +361,7 @@ void* DelayedHookThread(void*) {
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if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
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if (ins) DobbyHook(ins, (void*)hook_consume, (void**)&old_consume);
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std::thread(DataWorkerThread).detach();
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while (true) {
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uintptr_t base = GetModuleBase(GAME_MODULE);
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if (base) {
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