From 9f7bbf2a0ef6c92837268bd30c3752f5e67e3356 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Mon, 6 Apr 2026 18:48:43 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 89 ++++++++++++++++++++++++++++++++++---------------------- 1 file changed, 55 insertions(+), 34 deletions(-) diff --git a/main.cpp b/main.cpp index 860a6dcee..71b21e621 100644 --- a/main.cpp +++ b/main.cpp @@ -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;