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Update main.cpp
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main.cpp
106
main.cpp
@ -15,35 +15,47 @@
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static bool g_Initialized = false;
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// --- 触摸数据结构 ---
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/**
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* 分屏坐标对齐逻辑:
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* 物理分辨率 (wm size): 2400 x 3392
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* 渲染分辨率 (EGL Query): 1426 x 1008
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* 比例计算:
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* X = 1426 / 2400 = 0.594166667
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* Y = 1008 / 3392 = 0.297169811
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*/
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struct {
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float x, y;
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bool down;
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// 使用 Frida 测出的分屏比例 (1426 / 2802)
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float scaleX = 0.5089f;
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float scaleY = 0.5089f;
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// 采用物理分辨率对齐后的精确比例
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float scaleX = 0.594166667f;
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float scaleY = 0.297169811f;
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} g_Touch = {0, 0, false};
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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// --- 触摸事件处理逻辑 ---
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// 触摸事件分发处理
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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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// 拿取系统原始物理坐标
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float lx = AMotionEvent_getX(event, 0);
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float ly = AMotionEvent_getY(event, 0);
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// 映射坐标到 ImGui
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// 像素级映射转换
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g_Touch.x = lx * g_Touch.scaleX;
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g_Touch.y = ly * g_Touch.scaleY;
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if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down = true;
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down = false;
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if (action == AMOTION_EVENT_ACTION_DOWN) {
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g_Touch.down = true;
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} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) {
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g_Touch.down = false;
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}
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}
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}
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// --- InputConsumer Hook ---
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// Hook InputConsumer::consume (解决分屏触摸的关键)
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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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@ -55,86 +67,94 @@ int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) {
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return res;
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}
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// 渲染钩子函数
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// 渲染钩子
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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if (!g_Initialized) {
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LOGI("Successfully Entered Hook! Initializing ImGui...");
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EGLint width, height;
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eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
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eglQuerySurface(dpy, surface, EGL_HEIGHT, &height);
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LOGI("Detected Display Size: %d x %d", width, height);
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EGLint width, height;
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eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
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eglQuerySurface(dpy, surface, EGL_HEIGHT, &height);
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if (width <= 0 || height <= 0) return old_eglSwapBuffers(dpy, surface);
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if (!g_Initialized) {
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LOGI("Initializing ImGui... Render: %d x %d", width, height);
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)width, (float)height);
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ImGui::GetStyle().ScaleAllSizes(3.0f);
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// 针对 2400x3392 高分屏调整 UI 大小
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ImGui::GetStyle().ScaleAllSizes(4.0f);
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io.FontGlobalScale = 4.0f;
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ImGui_ImplOpenGL3_Init("#version 300 es");
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g_Initialized = true;
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LOGI("ImGui Initialized Successfully!");
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}
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// 同步触摸状态到 ImGui
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)width, (float)height);
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// 将转换后的坐标传递给 ImGui
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io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
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io.MouseDown[0] = g_Touch.down;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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// 强制显示一个简单的测试窗口
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// 绘制一个同步圆点:如果这个圆点不在你指尖,说明 wm size 有误或系统有额外偏移
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if (g_Touch.down) {
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ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 255));
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}
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(600, 400), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(800, 500), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("AndKitty Menu", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
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ImGui::TextColored(ImVec4(1,1,0,1), "Plugin Status: ACTIVE");
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if (ImGui::Begin("AndKitty SGame Precision", nullptr, ImGuiWindowFlags_NoCollapse)) {
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ImGui::Text("Physical: 2400x3392");
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ImGui::Text("Render: %d x %d", width, height);
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ImGui::Text("Input: %.1f, %.1f", g_Touch.x, g_Touch.y);
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ImGui::Separator();
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ImGui::Text("Touch Pos: %.1f, %.1f", g_Touch.x, g_Touch.y);
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ImGui::Text("Package: com.tencent.jkchess");
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static bool test_check = true;
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ImGui::Checkbox("Test Feature", &test_check);
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ImGui::Checkbox("Precision Mode", &test_check);
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ImGui::SliderFloat("ScaleX", &g_Touch.scaleX, 0.4f, 1.2f);
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if (ImGui::Button("Close Menu", ImVec2(-1, 60))) {
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// 逻辑处理
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if (ImGui::Button("Reset Menu Pos", ImVec2(-1, 80))) {
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ImGui::SetWindowPos(ImVec2(100, 100));
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}
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ImGui::End();
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}
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ImGui::Render();
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// 渲染保护
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GLint last_depth;
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glGetIntegerv(GL_DEPTH_TEST, &last_depth);
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glDisable(GL_DEPTH_TEST);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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if (last_depth) glEnable(GL_DEPTH_TEST);
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return old_eglSwapBuffers(dpy, surface);
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}
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void* init_thread(void*) {
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// 已根据要求修改为 5 秒
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LOGI("Step 1: Thread Started, sleeping 5s...");
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// 注入后等待 5 秒,确保游戏渲染已稳定
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LOGI("Plugin thread started. Sleeping 5s...");
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sleep(5);
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LOGI("Step 2: Searching for symbols...");
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// 1. Hook 渲染
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void* sym_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (sym_addr) {
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LOGI("Step 3: Found eglSwapBuffers at %p, Hooking...", sym_addr);
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DobbyHook(sym_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (sym_egl) {
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DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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}
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// 2. Hook 输入
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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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LOGI("Step 3.5: Found InputConsumer at %p, Hooking...", consume_addr);
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DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume);
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LOGI("InputConsumer Hooked Successfully!");
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}
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LOGI("Step 4: All Done!");
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return nullptr;
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}
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