Update main.cpp

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gggaa2152 2026-04-06 20:17:05 +08:00 committed by GitHub
parent 08f7f89bcb
commit 9cd7680375
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106
main.cpp
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@ -15,35 +15,47 @@
static bool g_Initialized = false;
// --- 触摸数据结构 ---
/**
* 分屏坐标对齐逻辑:
* 物理分辨率 (wm size): 2400 x 3392
* 渲染分辨率 (EGL Query): 1426 x 1008
* 比例计算:
* X = 1426 / 2400 = 0.594166667
* Y = 1008 / 3392 = 0.297169811
*/
struct {
float x, y;
bool down;
// 使用 Frida 测出的分屏比例 (1426 / 2802)
float scaleX = 0.5089f;
float scaleY = 0.5089f;
// 采用物理分辨率对齐后的精确比例
float scaleX = 0.594166667f;
float scaleY = 0.297169811f;
} g_Touch = {0, 0, false};
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
// --- 触摸事件处理逻辑 ---
// 触摸事件分发处理
void handle_android_event(AInputEvent* event) {
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
// 拿取系统原始物理坐标
float lx = AMotionEvent_getX(event, 0);
float ly = AMotionEvent_getY(event, 0);
// 映射坐标到 ImGui
// 像素级映射转换
g_Touch.x = lx * g_Touch.scaleX;
g_Touch.y = ly * g_Touch.scaleY;
if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down = true;
else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down = false;
if (action == AMOTION_EVENT_ACTION_DOWN) {
g_Touch.down = true;
} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) {
g_Touch.down = false;
}
}
}
// --- InputConsumer Hook ---
// Hook InputConsumer::consume (解决分屏触摸的关键)
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;
@ -55,86 +67,94 @@ int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) {
return res;
}
// 渲染钩子函数
// 渲染钩子
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
if (!g_Initialized) {
LOGI("Successfully Entered Hook! Initializing ImGui...");
EGLint width, height;
eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &height);
LOGI("Detected Display Size: %d x %d", width, height);
EGLint width, height;
eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &height);
if (width <= 0 || height <= 0) return old_eglSwapBuffers(dpy, surface);
if (!g_Initialized) {
LOGI("Initializing ImGui... Render: %d x %d", width, height);
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)width, (float)height);
ImGui::GetStyle().ScaleAllSizes(3.0f);
// 针对 2400x3392 高分屏调整 UI 大小
ImGui::GetStyle().ScaleAllSizes(4.0f);
io.FontGlobalScale = 4.0f;
ImGui_ImplOpenGL3_Init("#version 300 es");
g_Initialized = true;
LOGI("ImGui Initialized Successfully!");
}
// 同步触摸状态到 ImGui
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)width, (float)height);
// 将转换后的坐标传递给 ImGui
io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
io.MouseDown[0] = g_Touch.down;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 强制显示一个简单的测试窗口
// 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
if (g_Touch.down) {
ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 255));
}
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(600, 400), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(800, 500), ImGuiCond_FirstUseEver);
if (ImGui::Begin("AndKitty Menu", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
ImGui::TextColored(ImVec4(1,1,0,1), "Plugin Status: ACTIVE");
if (ImGui::Begin("AndKitty SGame Precision", nullptr, ImGuiWindowFlags_NoCollapse)) {
ImGui::Text("Physical: 2400x3392");
ImGui::Text("Render: %d x %d", width, height);
ImGui::Text("Input: %.1f, %.1f", g_Touch.x, g_Touch.y);
ImGui::Separator();
ImGui::Text("Touch Pos: %.1f, %.1f", g_Touch.x, g_Touch.y);
ImGui::Text("Package: com.tencent.jkchess");
static bool test_check = true;
ImGui::Checkbox("Test Feature", &test_check);
ImGui::Checkbox("Precision Mode", &test_check);
ImGui::SliderFloat("ScaleX", &g_Touch.scaleX, 0.4f, 1.2f);
if (ImGui::Button("Close Menu", ImVec2(-1, 60))) {
// 逻辑处理
if (ImGui::Button("Reset Menu Pos", ImVec2(-1, 80))) {
ImGui::SetWindowPos(ImVec2(100, 100));
}
ImGui::End();
}
ImGui::Render();
// 渲染保护
GLint last_depth;
glGetIntegerv(GL_DEPTH_TEST, &last_depth);
glDisable(GL_DEPTH_TEST);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if (last_depth) glEnable(GL_DEPTH_TEST);
return old_eglSwapBuffers(dpy, surface);
}
void* init_thread(void*) {
// 已根据要求修改为 5 秒
LOGI("Step 1: Thread Started, sleeping 5s...");
// 注入后等待 5 秒,确保游戏渲染已稳定
LOGI("Plugin thread started. Sleeping 5s...");
sleep(5);
LOGI("Step 2: Searching for symbols...");
// 1. Hook 渲染
void* sym_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (sym_addr) {
LOGI("Step 3: Found eglSwapBuffers at %p, Hooking...", sym_addr);
DobbyHook(sym_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (sym_egl) {
DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
}
// 2. Hook 输入
const char* consume_sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE";
void* consume_addr = DobbySymbolResolver("libinput.so", consume_sym);
if (consume_addr) {
LOGI("Step 3.5: Found InputConsumer at %p, Hooking...", consume_addr);
DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume);
LOGI("InputConsumer Hooked Successfully!");
}
LOGI("Step 4: All Done!");
return nullptr;
}