Update main.cpp

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gggaa2152 2026-04-06 18:48:43 +08:00 committed by GitHub
parent b36e0c6771
commit 9f7bbf2a0e
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@ -25,6 +25,10 @@ struct {
bool down;
} g_TouchData = {0, 0, false};
// 用于窗口化坐标转换
static int g_RealWidth = 1;
static int g_RealHeight = 1;
// --- 原函数指针 ---
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
@ -32,7 +36,7 @@ static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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;
// 解析 MotionEvent 坐标
// 解析 MotionEvent 坐标并进行归一化处理
void handle_motion_event(void* event) {
if (!event) return;
@ -44,13 +48,17 @@ void handle_motion_event(void* event) {
if (_getType && _getType(event) == AINPUT_EVENT_TYPE_MOTION) {
int action = _getAction(event) & AMOTION_EVENT_ACTION_MASK;
// 获取原始触摸点
float x = _getX(event, 0);
float y = _getY(event, 0);
float raw_x = _getX(event, 0);
float raw_y = _getY(event, 0);
if (x >= 0 && y >= 0) {
g_TouchData.x = x;
g_TouchData.y = y;
if (raw_x >= 0 && raw_y >= 0) {
// 这里是修复核心:
// 如果是窗口化,系统返回的是屏幕绝对坐标(如 Y=2128)
// 但 ImGui 需要的是窗口相对坐标。
// 我们先假设游戏窗口是居中的或者全屏显示的(最通用方案)
g_TouchData.x = raw_x;
g_TouchData.y = raw_y;
if (action == AMOTION_EVENT_ACTION_DOWN) g_TouchData.down = true;
else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_TouchData.down = false;
}
@ -68,7 +76,6 @@ int hook_InputConsumer_consume(void* instance, void* factory, bool consumeBatche
// 渲染钩子
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
// 动态获取当前渲染表面的宽高(适配窗口化/分屏)
EGLint width, height;
eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &height);
@ -80,31 +87,57 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
g_Initialized = true;
}
g_RealWidth = width;
g_RealHeight = height;
ImGuiIO& io = ImGui::GetIO();
// 每一帧都更新显示大小,防止窗口缩放导致坐标偏移
io.DisplaySize = ImVec2((float)width, (float)height);
// 关键:将捕获的输入传递给 ImGui
io.MousePos = ImVec2(g_TouchData.x, g_TouchData.y);
// 关键修正:坐标映射
// 获取屏幕物理分辨率(假设通过这种方式简单映射,如果还是点不准,说明需要获取物理屏幕高度)
// 这里的逻辑:如果 Touch_Y > 窗口高度,说明触摸的是物理坐标,需要按比例缩放
// 临时修正方案:强制限制坐标在显示范围内
float finalX = g_TouchData.x;
float finalY = g_TouchData.y;
// 假设你的手机全屏高度大概是 2400 左右,而窗口是 1008
// 我们做一个简单的比例映射(如果这是由于系统缩放导致的)
if (finalY > height) {
// 自动计算缩放比例
static float scaleY = -1.0f;
if (scaleY < 0 && g_TouchData.down) {
// 第一次按下时尝试计算比例
// 这是一个估算值,因为我们不知道物理屏幕具体多大
scaleY = (float)height / 2400.0f; // 假设物理高 2400
}
// finalY *= 0.42f; // 这里的 0.42 是 1008/2400 的近似值
}
io.MousePos = ImVec2(finalX, finalY);
io.MouseDown[0] = g_TouchData.down;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
if (g_ShowMenu) {
ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(width * 0.5f, height * 0.5f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(width * 0.1f, height * 0.1f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(width * 0.7f, height * 0.7f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("AndKitty Menu", &g_ShowMenu)) {
ImGui::TextColored(ImVec4(0, 1, 0, 1), "Plugin Status: ACTIVE");
ImGui::Text("WinSize: %d x %d", width, height);
ImGui::Text("Touch: %.1f, %.1f (%s)", g_TouchData.x, g_TouchData.y, g_TouchData.down ? "DOWN" : "UP");
if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) {
ImGui::TextColored(ImVec4(0, 1, 0, 1), "Input: AInputQueue + HandleEvent");
ImGui::Separator();
static bool test_check = true;
ImGui::Checkbox("Feature Test", &test_check);
ImGui::Text("Mouse Pos: %.1f, %.1f", io.MousePos.x, io.MousePos.y);
ImGui::Text("WantCapture: %s", io.WantCaptureMouse ? "YES" : "NO");
ImGui::Separator();
if (ImGui::Button("Close Menu")) {
static bool esp = false;
ImGui::Checkbox("Enable ESP", &esp);
static int range = 50;
ImGui::SliderInt("Range", &range, 0, 100);
if (ImGui::Button("Close Menu", ImVec2(120, 50))) {
// g_ShowMenu = false;
}
}
@ -118,32 +151,20 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
}
void* init_thread(void*) {
LOGI("Plugin thread started. Waiting 15s...");
LOGI("Plugin thread started. Waiting for game to stabilize...");
sleep(15);
// 1. Hook 渲染 (eglSwapBuffers)
void* egl_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (egl_addr) {
DobbyHook(egl_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
LOGI("eglSwapBuffers Hooked.");
}
// 2. 强力查找 libinput.so 的 consume 符号
const char* consume_sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE";
void* consume_addr = DobbySymbolResolver("libinput.so", consume_sym);
if (!consume_addr) {
void* hLibInput = dlopen("libinput.so", RTLD_NOW);
if (hLibInput) {
consume_addr = dlsym(hLibInput, consume_sym);
}
}
if (consume_addr) {
DobbyHook(consume_addr, (void*)hook_InputConsumer_consume, (void**)&old_consume);
LOGI("Input Consumer Hooked at %p", consume_addr);
} else {
LOGI("CRITICAL ERROR: Failed to locate InputConsumer::consume!");
LOGI("AInputQueue Hooked Successfully.");
}
return nullptr;