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Update main.cpp
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0bbf607b59
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111
main.cpp
111
main.cpp
@ -16,52 +16,56 @@
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static bool g_Initialized = false;
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static bool g_ShowMenu = true;
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// 记录全局触摸,如果自动处理失败,我们将手动强制注入
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// 触摸状态全局变量 (数据补偿池)
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struct {
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float x;
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float y;
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bool down;
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int count;
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} g_ManualTouch = {0, 0, false, 0};
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} g_CompensatedTouch = {0, 0, false, 0};
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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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// --- 针对王者荣耀 Unity 深度定制的输入拦截 ---
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// --- 深度补偿 Hook: 即使 Unity 不走 Queue,只要它读坐标,我们就截获 ---
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typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent);
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static p_AInputQueue_getEvent old_getEvent = nullptr;
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typedef float (*p_AMotionEvent_getRawX)(const AInputEvent* motion_event, size_t pointer_index);
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static p_AMotionEvent_getRawX old_getRawX = nullptr;
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typedef void (*p_AInputQueue_finishEvent)(AInputQueue* queue, AInputEvent* event, int handled);
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static p_AInputQueue_finishEvent old_finishEvent = nullptr;
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typedef float (*p_AMotionEvent_getRawY)(const AInputEvent* motion_event, size_t pointer_index);
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static p_AMotionEvent_getRawY old_getRawY = nullptr;
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// 核心:拦截事件分发
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int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) {
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int32_t res = old_getEvent(queue, outEvent);
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if (res >= 0 && outEvent && *outEvent) {
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AInputEvent* event = *outEvent;
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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g_ManualTouch.count++;
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// 尝试获取坐标
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g_ManualTouch.x = AMotionEvent_getX(event, 0);
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g_ManualTouch.y = AMotionEvent_getY(event, 0);
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) {
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g_ManualTouch.down = true;
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} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP || action == AMOTION_EVENT_ACTION_CANCEL) {
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g_ManualTouch.down = false;
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}
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typedef int32_t (*p_AMotionEvent_getAction)(const AInputEvent* motion_event);
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static p_AMotionEvent_getAction old_getAction = nullptr;
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// 如果菜单显示,尝试交给 ImGui 处理
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if (g_ShowMenu && g_Initialized) {
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// 调用 ImGui 后端自带的处理器
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ImGui_ImplAndroid_HandleInputEvent(event, 1.0f, 1.0f);
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}
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float hook_AMotionEvent_getRawX(const AInputEvent* motion_event, size_t pointer_index) {
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float x = old_getRawX(motion_event, pointer_index);
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if (g_ShowMenu && pointer_index == 0) {
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g_CompensatedTouch.x = x;
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g_CompensatedTouch.count++;
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}
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return x;
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}
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float hook_AMotionEvent_getRawY(const AInputEvent* motion_event, size_t pointer_index) {
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float y = old_getRawY(motion_event, pointer_index);
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if (g_ShowMenu && pointer_index == 0) {
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g_CompensatedTouch.y = y;
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}
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return y;
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}
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int32_t hook_AMotionEvent_getAction(const AInputEvent* motion_event) {
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int32_t action = old_getAction(motion_event);
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if (g_ShowMenu) {
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int32_t code = action & AMOTION_EVENT_ACTION_MASK;
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if (code == AMOTION_EVENT_ACTION_DOWN || code == AMOTION_EVENT_ACTION_POINTER_DOWN) {
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g_CompensatedTouch.down = true;
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} else if (code == AMOTION_EVENT_ACTION_UP || code == AMOTION_EVENT_ACTION_POINTER_UP || code == AMOTION_EVENT_ACTION_CANCEL) {
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g_CompensatedTouch.down = false;
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}
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}
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return res;
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return action;
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}
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// 渲染钩子
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@ -75,21 +79,20 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)width, (float)height);
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// 缩放适配
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float scale = (float)width / 1920.0f;
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ImGui::GetStyle().ScaleAllSizes(scale > 1.2f ? scale : 1.2f);
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ImGui_ImplOpenGL3_Init("#version 300 es");
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g_Initialized = true;
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LOGI("ImGui Context Created: %d x %d", width, height);
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LOGI("ImGui Context Created.");
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}
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if (g_ShowMenu) {
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ImGuiIO& io = ImGui::GetIO();
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// 【双重保险】如果后端处理没生效,手动覆盖状态
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io.MousePos = ImVec2(g_ManualTouch.x, g_ManualTouch.y);
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io.MouseDown[0] = g_ManualTouch.down;
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// 强制将补偿的触摸数据注入 ImGui
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io.MousePos = ImVec2(g_CompensatedTouch.x, g_CompensatedTouch.y);
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io.MouseDown[0] = g_CompensatedTouch.down;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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@ -98,12 +101,13 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) {
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ImGui::TextColored(ImVec4(0,1,0,1), "Event Count: %d", g_ManualTouch.count);
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ImGui::Text("Last Pos: %.1f, %.1f", g_ManualTouch.x, g_ManualTouch.y);
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ImGui::Text("Status: %s", g_ManualTouch.down ? "HOLDING" : "IDLE");
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ImGui::TextColored(ImVec4(0,1,1,1), "Direct Hook Active");
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ImGui::Text("Captured Count: %d", g_CompensatedTouch.count);
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ImGui::Text("Last Pos: %.1f, %.1f", g_CompensatedTouch.x, g_CompensatedTouch.y);
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ImGui::Text("Touch Status: %s", g_CompensatedTouch.down ? "HOLDING" : "IDLE");
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ImGui::Separator();
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if (ImGui::Button("Reset Counter")) g_ManualTouch.count = 0;
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if (ImGui::Button("Reset Trace")) g_CompensatedTouch.count = 0;
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static bool esp = true;
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ImGui::Checkbox("Draw ESP", &esp);
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@ -118,24 +122,33 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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}
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void* init_thread(void*) {
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// 针对王者荣耀,我们等待更久,等 libunity.so 完全展开
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sleep(12);
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// 等待 libunity.so 及其依赖库加载
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LOGI("Plugin thread: waiting for modules...");
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while (true) {
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if (dlopen("libunity.so", RTLD_NOLOAD)) break;
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usleep(500000);
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}
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sleep(10);
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// 1. Hook 渲染
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void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (swap_addr) DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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// 2. 尝试从 libandroid.so 强制获取符号
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// 2. 深度 Hook libandroid.so 导出的原始函数
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// 即使 Unity 绕过了 AInputQueue,它读坐标时也大概率会调这些导出的 API
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void* h_android = dlopen("libandroid.so", RTLD_NOW);
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if (h_android) {
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void* getEvent_addr = dlsym(h_android, "AInputQueue_getEvent");
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if (getEvent_addr) {
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LOGI("AInputQueue_getEvent found in libandroid.so, Hooking...");
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DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent);
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}
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void* getRawX = dlsym(h_android, "AMotionEvent_getRawX");
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void* getRawY = dlsym(h_android, "AMotionEvent_getRawY");
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void* getAction = dlsym(h_android, "AMotionEvent_getAction");
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if (getRawX) DobbyHook(getRawX, (void*)hook_AMotionEvent_getRawX, (void**)&old_getRawX);
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if (getRawY) DobbyHook(getRawY, (void*)hook_AMotionEvent_getRawY, (void**)&old_getRawY);
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if (getAction) DobbyHook(getAction, (void*)hook_AMotionEvent_getAction, (void**)&old_getAction);
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LOGI("Deep Touch Hooks applied.");
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}
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LOGI("Ultimate Input Strategy Loaded.");
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return nullptr;
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}
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