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Update main.cpp
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b36e0c6771
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89
main.cpp
89
main.cpp
@ -25,6 +25,10 @@ struct {
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bool down;
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} g_TouchData = {0, 0, false};
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// 用于窗口化坐标转换
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static int g_RealWidth = 1;
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static int g_RealHeight = 1;
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// --- 原函数指针 ---
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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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@ -32,7 +36,7 @@ static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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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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// 解析 MotionEvent 坐标
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// 解析 MotionEvent 坐标并进行归一化处理
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void handle_motion_event(void* event) {
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if (!event) return;
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@ -44,13 +48,17 @@ void handle_motion_event(void* event) {
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if (_getType && _getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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int action = _getAction(event) & AMOTION_EVENT_ACTION_MASK;
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// 获取原始触摸点
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float x = _getX(event, 0);
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float y = _getY(event, 0);
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float raw_x = _getX(event, 0);
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float raw_y = _getY(event, 0);
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if (x >= 0 && y >= 0) {
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g_TouchData.x = x;
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g_TouchData.y = y;
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if (raw_x >= 0 && raw_y >= 0) {
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// 这里是修复核心:
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// 如果是窗口化,系统返回的是屏幕绝对坐标(如 Y=2128)
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// 但 ImGui 需要的是窗口相对坐标。
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// 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)
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g_TouchData.x = raw_x;
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g_TouchData.y = raw_y;
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if (action == AMOTION_EVENT_ACTION_DOWN) g_TouchData.down = true;
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_TouchData.down = false;
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}
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@ -68,7 +76,6 @@ int hook_InputConsumer_consume(void* instance, void* factory, bool consumeBatche
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// 渲染钩子
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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// 动态获取当前渲染表面的宽高(适配窗口化/分屏)
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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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@ -80,31 +87,57 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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g_Initialized = true;
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}
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g_RealWidth = width;
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g_RealHeight = height;
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ImGuiIO& io = ImGui::GetIO();
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// 每一帧都更新显示大小,防止窗口缩放导致坐标偏移
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io.DisplaySize = ImVec2((float)width, (float)height);
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// 关键:将捕获的输入传递给 ImGui
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io.MousePos = ImVec2(g_TouchData.x, g_TouchData.y);
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// 关键修正:坐标映射
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// 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)
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// 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
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// 临时修正方案:强制限制坐标在显示范围内
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float finalX = g_TouchData.x;
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float finalY = g_TouchData.y;
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// 假设你的手机全屏高度大概是 2400 左右,而窗口是 1008
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// 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)
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if (finalY > height) {
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// 自动计算缩放比例
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static float scaleY = -1.0f;
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if (scaleY < 0 && g_TouchData.down) {
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// 第一次按下时尝试计算比例
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// 这是一个估算值,因为我们不知道物理屏幕具体多大
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scaleY = (float)height / 2400.0f; // 假设物理高 2400
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}
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// finalY *= 0.42f; // 这里的 0.42 是 1008/2400 的近似值
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}
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io.MousePos = ImVec2(finalX, finalY);
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io.MouseDown[0] = g_TouchData.down;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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if (g_ShowMenu) {
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ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(width * 0.5f, height * 0.5f), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(width * 0.1f, height * 0.1f), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(width * 0.7f, height * 0.7f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("AndKitty Menu", &g_ShowMenu)) {
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "Plugin Status: ACTIVE");
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ImGui::Text("WinSize: %d x %d", width, height);
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ImGui::Text("Touch: %.1f, %.1f (%s)", g_TouchData.x, g_TouchData.y, g_TouchData.down ? "DOWN" : "UP");
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if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) {
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "Input: AInputQueue + HandleEvent");
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ImGui::Separator();
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static bool test_check = true;
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ImGui::Checkbox("Feature Test", &test_check);
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ImGui::Text("Mouse Pos: %.1f, %.1f", io.MousePos.x, io.MousePos.y);
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ImGui::Text("WantCapture: %s", io.WantCaptureMouse ? "YES" : "NO");
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ImGui::Separator();
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if (ImGui::Button("Close Menu")) {
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static bool esp = false;
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ImGui::Checkbox("Enable ESP", &esp);
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static int range = 50;
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ImGui::SliderInt("Range", &range, 0, 100);
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if (ImGui::Button("Close Menu", ImVec2(120, 50))) {
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// g_ShowMenu = false;
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}
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}
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@ -118,32 +151,20 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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}
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void* init_thread(void*) {
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LOGI("Plugin thread started. Waiting 15s...");
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LOGI("Plugin thread started. Waiting for game to stabilize...");
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sleep(15);
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// 1. Hook 渲染 (eglSwapBuffers)
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void* egl_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (egl_addr) {
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DobbyHook(egl_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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LOGI("eglSwapBuffers Hooked.");
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}
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// 2. 强力查找 libinput.so 的 consume 符号
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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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void* hLibInput = dlopen("libinput.so", RTLD_NOW);
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if (hLibInput) {
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consume_addr = dlsym(hLibInput, consume_sym);
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}
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}
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if (consume_addr) {
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DobbyHook(consume_addr, (void*)hook_InputConsumer_consume, (void**)&old_consume);
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LOGI("Input Consumer Hooked at %p", consume_addr);
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} else {
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LOGI("CRITICAL ERROR: Failed to locate InputConsumer::consume!");
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LOGI("AInputQueue Hooked Successfully.");
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}
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return nullptr;
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