Update main.cpp

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gggaa2152 2026-04-05 02:43:23 +08:00 committed by GitHub
parent d7300bcd31
commit 9d21541b07
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@ -5,6 +5,7 @@
#include <EGL/egl.h>
#include <string>
#include <unistd.h>
#include <pthread.h>
#include "imgui.h"
#include "imgui_impl_android.h"
@ -21,43 +22,40 @@ static int g_Width = 0, g_Height = 0;
typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay dpy, EGLSurface surface);
static eglSwapBuffers_t orig_eglSwapBuffers = nullptr;
// --- 字体加载核心修复 ---
// --- 字体加载函数 ---
void LoadChineseFont() {
ImGuiIO& io = ImGui::GetIO();
// 完整的 CJK 字符集范围
static const ImWchar ranges[] = {
0x0020, 0x00FF, // Basic Latin
0x2000, 0x206F, // General Punctuation
0x3000, 0x30FF, // CJK Symbols and Punctuations
0x4E00, 0x9FAF, // CJK Unified Ideographs (简体中文核心)
0xFF00, 0xFFEF, // Halfwidth and Fullwidth Forms
0x3000, 0x30FF, // CJK Symbols
0x4E00, 0x9FAF, // CJK Unified Ideographs
0xFF00, 0xFFEF, // Halfwidth/Fullwidth
0,
};
ImFontConfig config;
config.SizePixels = 40.0f; // 针对高分辨率屏幕调大
config.SizePixels = 40.0f;
config.OversampleH = 2;
config.OversampleV = 2;
const char* fontPath = "/system/fonts/NotoSansCJK-Regular.ttc";
if (access(fontPath, F_OK) == 0) {
// 重要:TTC 是集合文件。Index 2 或 3 通常才是简体中文 (SC)
// 我们尝试加载 Index 2,如果不行再退回 0
if (access(fontPath, R_OK) == 0) {
// 尝试加载索引 2 (通常是简体中文)
if (!io.Fonts->AddFontFromFileTTF(fontPath, 40.0f, &config, ranges)) {
LOGI("JKMenu: 加载索引 2 失败,尝试默认索引");
LOGI("JKMenu: 索引 2 加载失败,回退到默认索引");
io.Fonts->AddFontFromFileTTF(fontPath, 40.0f, &config, ranges);
}
LOGI("JKMenu: 成功识别系统字体: %s", fontPath);
LOGI("JKMenu: 字体加载路径: %s", fontPath);
} else {
LOGI("JKMenu: 路径没找到,请检查 root 权限是否允许读取 /system/fonts");
LOGI("JKMenu: 无法访问系统字体,使用默认字体");
io.Fonts->AddFontDefault();
}
}
// --- 触摸与拖动修复 ---
// 请确保你的 Input Hook 调用了这个函数
// --- 输入拦截 ---
bool HandleInput(AInputEvent* event) {
if (!g_Initialized || !g_ShowMenu) return false;
@ -74,8 +72,7 @@ bool HandleInput(AInputEvent* event) {
if (action == AMOTION_EVENT_ACTION_DOWN) io.MouseDown[0] = true;
else if (action == AMOTION_EVENT_ACTION_UP) io.MouseDown[0] = false;
// 核心:如果点击在 ImGui 窗口上,返回 true 拦截掉游戏的点击
// 这样你拖动窗口时,背景的游戏角色才不会跑
// 如果点击在菜单窗口上,拦截掉,不传递给游戏
if (ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) || ImGui::IsAnyItemActive()) {
return true;
}
@ -91,12 +88,13 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
if (g_Width > 0 && g_Height > 0) {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
// 样式美化:圆角和间距适配手指
ImGuiIO& io = ImGui::GetIO(); // 修复点:在这里获取 io 引用
// 样式调整
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 12.0f;
style.FrameRounding = 8.0f;
style.TouchExtraPadding = ImVec2(5, 5); // 增加触摸判定区域
style.WindowRounding = 10.0f;
style.FrameRounding = 6.0f;
style.ScaleAllSizes(2.0f); // 针对高分辨率屏幕整体放大 UI
LoadChineseFont();
ImGui_ImplOpenGL3_Init("#version 300 es");
@ -110,20 +108,18 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 允许拖动且不自动折叠
ImGui::SetNextWindowSize(ImVec2(550, 400), ImGuiCond_FirstUseEver);
if (ImGui::Begin("JKMenu 菜单 (可拖动)", &g_ShowMenu, ImGuiWindowFlags_NoCollapse)) {
ImGui::Text("系统字体检测: 正常");
ImGui::SetNextWindowSize(ImVec2(600, 450), ImGuiCond_FirstUseEver);
if (ImGui::Begin("JKMenu 控制面板", &g_ShowMenu)) {
ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: 运行中 (绘制正常)");
ImGui::Separator();
static bool esp = false;
ImGui::Checkbox("开启透视 (ESP)", &esp);
ImGui::Checkbox("玩家透视", &esp);
static float aim_speed = 10.0f;
ImGui::SliderFloat("自瞄速度", &aim_speed, 1.0f, 100.0f);
static float radius = 150.0f;
ImGui::SliderFloat("自瞄范围", &radius, 50.0f, 500.0f);
if (ImGui::Button("关闭菜单", ImVec2(-1, 50))) {
if (ImGui::Button("退出菜单", ImVec2(-1, 60))) {
g_ShowMenu = false;
}
}
@ -137,7 +133,7 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
}
void* main_thread(void*) {
sleep(5); // 减少等待时间
sleep(5);
void* swap_ptr = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
if (swap_ptr) {
DobbyHook(swap_ptr, (dobby_dummy_func_t)hooked_eglSwapBuffers, (dobby_dummy_func_t*)&orig_eglSwapBuffers);