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Update main.cpp
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main.cpp
58
main.cpp
@ -5,6 +5,7 @@
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#include <EGL/egl.h>
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#include <string>
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#include <unistd.h>
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#include <pthread.h>
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#include "imgui.h"
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#include "imgui_impl_android.h"
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@ -21,43 +22,40 @@ static int g_Width = 0, g_Height = 0;
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typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay dpy, EGLSurface surface);
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static eglSwapBuffers_t orig_eglSwapBuffers = nullptr;
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// --- 字体加载核心修复 ---
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// --- 字体加载函数 ---
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void LoadChineseFont() {
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ImGuiIO& io = ImGui::GetIO();
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// 完整的 CJK 字符集范围
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static const ImWchar ranges[] = {
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0x0020, 0x00FF, // Basic Latin
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0x2000, 0x206F, // General Punctuation
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0x3000, 0x30FF, // CJK Symbols and Punctuations
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0x4E00, 0x9FAF, // CJK Unified Ideographs (简体中文核心)
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0xFF00, 0xFFEF, // Halfwidth and Fullwidth Forms
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0x3000, 0x30FF, // CJK Symbols
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0x4E00, 0x9FAF, // CJK Unified Ideographs
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0xFF00, 0xFFEF, // Halfwidth/Fullwidth
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0,
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};
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ImFontConfig config;
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config.SizePixels = 40.0f; // 针对高分辨率屏幕调大
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config.SizePixels = 40.0f;
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config.OversampleH = 2;
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config.OversampleV = 2;
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const char* fontPath = "/system/fonts/NotoSansCJK-Regular.ttc";
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if (access(fontPath, F_OK) == 0) {
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// 重要:TTC 是集合文件。Index 2 或 3 通常才是简体中文 (SC)
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// 我们尝试加载 Index 2,如果不行再退回 0
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if (access(fontPath, R_OK) == 0) {
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// 尝试加载索引 2 (通常是简体中文)
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if (!io.Fonts->AddFontFromFileTTF(fontPath, 40.0f, &config, ranges)) {
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LOGI("JKMenu: 加载索引 2 失败,尝试默认索引");
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LOGI("JKMenu: 索引 2 加载失败,回退到默认索引");
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io.Fonts->AddFontFromFileTTF(fontPath, 40.0f, &config, ranges);
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}
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LOGI("JKMenu: 成功识别系统字体: %s", fontPath);
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LOGI("JKMenu: 字体加载路径: %s", fontPath);
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} else {
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LOGI("JKMenu: 路径没找到,请检查 root 权限是否允许读取 /system/fonts");
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LOGI("JKMenu: 无法访问系统字体,使用默认字体");
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io.Fonts->AddFontDefault();
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}
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}
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// --- 触摸与拖动修复 ---
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// 请确保你的 Input Hook 调用了这个函数
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// --- 输入拦截 ---
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bool HandleInput(AInputEvent* event) {
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if (!g_Initialized || !g_ShowMenu) return false;
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@ -74,8 +72,7 @@ bool HandleInput(AInputEvent* event) {
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if (action == AMOTION_EVENT_ACTION_DOWN) io.MouseDown[0] = true;
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else if (action == AMOTION_EVENT_ACTION_UP) io.MouseDown[0] = false;
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// 核心:如果点击在 ImGui 窗口上,返回 true 拦截掉游戏的点击
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// 这样你拖动窗口时,背景的游戏角色才不会跑
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// 如果点击在菜单窗口上,拦截掉,不传递给游戏
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if (ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) || ImGui::IsAnyItemActive()) {
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return true;
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}
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@ -91,12 +88,13 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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if (g_Width > 0 && g_Height > 0) {
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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// 样式美化:圆角和间距适配手指
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ImGuiIO& io = ImGui::GetIO(); // 修复点:在这里获取 io 引用
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// 样式调整
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ImGuiStyle& style = ImGui::GetStyle();
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style.WindowRounding = 12.0f;
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style.FrameRounding = 8.0f;
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style.TouchExtraPadding = ImVec2(5, 5); // 增加触摸判定区域
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style.WindowRounding = 10.0f;
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style.FrameRounding = 6.0f;
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style.ScaleAllSizes(2.0f); // 针对高分辨率屏幕整体放大 UI
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LoadChineseFont();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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@ -110,20 +108,18 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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// 允许拖动且不自动折叠
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ImGui::SetNextWindowSize(ImVec2(550, 400), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("JKMenu 菜单 (可拖动)", &g_ShowMenu, ImGuiWindowFlags_NoCollapse)) {
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ImGui::Text("系统字体检测: 正常");
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ImGui::SetNextWindowSize(ImVec2(600, 450), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("JKMenu 控制面板", &g_ShowMenu)) {
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: 运行中 (绘制正常)");
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ImGui::Separator();
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static bool esp = false;
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ImGui::Checkbox("开启透视 (ESP)", &esp);
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ImGui::Checkbox("玩家透视", &esp);
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static float aim_speed = 10.0f;
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ImGui::SliderFloat("自瞄速度", &aim_speed, 1.0f, 100.0f);
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static float radius = 150.0f;
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ImGui::SliderFloat("自瞄范围", &radius, 50.0f, 500.0f);
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if (ImGui::Button("关闭菜单", ImVec2(-1, 50))) {
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if (ImGui::Button("退出菜单", ImVec2(-1, 60))) {
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g_ShowMenu = false;
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}
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}
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@ -137,7 +133,7 @@ EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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}
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void* main_thread(void*) {
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sleep(5); // 减少等待时间
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sleep(5);
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void* swap_ptr = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
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if (swap_ptr) {
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DobbyHook(swap_ptr, (dobby_dummy_func_t)hooked_eglSwapBuffers, (dobby_dummy_func_t*)&orig_eglSwapBuffers);
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