diff --git a/main.cpp b/main.cpp index 37ca84fc2..9e9db463f 100644 --- a/main.cpp +++ b/main.cpp @@ -16,52 +16,56 @@ static bool g_Initialized = false; static bool g_ShowMenu = true; -// 记录全局触摸,如果自动处理失败,我们将手动强制注入 +// 触摸状态全局变量 (数据补偿池) struct { float x; float y; bool down; int count; -} g_ManualTouch = {0, 0, false, 0}; +} g_CompensatedTouch = {0, 0, false, 0}; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; -// --- 针对王者荣耀 Unity 深度定制的输入拦截 --- +// --- 深度补偿 Hook: 即使 Unity 不走 Queue,只要它读坐标,我们就截获 --- -typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent); -static p_AInputQueue_getEvent old_getEvent = nullptr; +typedef float (*p_AMotionEvent_getRawX)(const AInputEvent* motion_event, size_t pointer_index); +static p_AMotionEvent_getRawX old_getRawX = nullptr; -typedef void (*p_AInputQueue_finishEvent)(AInputQueue* queue, AInputEvent* event, int handled); -static p_AInputQueue_finishEvent old_finishEvent = nullptr; +typedef float (*p_AMotionEvent_getRawY)(const AInputEvent* motion_event, size_t pointer_index); +static p_AMotionEvent_getRawY old_getRawY = nullptr; -// 核心:拦截事件分发 -int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) { - int32_t res = old_getEvent(queue, outEvent); - if (res >= 0 && outEvent && *outEvent) { - AInputEvent* event = *outEvent; - if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { - g_ManualTouch.count++; - - // 尝试获取坐标 - g_ManualTouch.x = AMotionEvent_getX(event, 0); - g_ManualTouch.y = AMotionEvent_getY(event, 0); - - int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; - if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) { - g_ManualTouch.down = true; - } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP || action == AMOTION_EVENT_ACTION_CANCEL) { - g_ManualTouch.down = false; - } +typedef int32_t (*p_AMotionEvent_getAction)(const AInputEvent* motion_event); +static p_AMotionEvent_getAction old_getAction = nullptr; - // 如果菜单显示,尝试交给 ImGui 处理 - if (g_ShowMenu && g_Initialized) { - // 调用 ImGui 后端自带的处理器 - ImGui_ImplAndroid_HandleInputEvent(event, 1.0f, 1.0f); - } +float hook_AMotionEvent_getRawX(const AInputEvent* motion_event, size_t pointer_index) { + float x = old_getRawX(motion_event, pointer_index); + if (g_ShowMenu && pointer_index == 0) { + g_CompensatedTouch.x = x; + g_CompensatedTouch.count++; + } + return x; +} + +float hook_AMotionEvent_getRawY(const AInputEvent* motion_event, size_t pointer_index) { + float y = old_getRawY(motion_event, pointer_index); + if (g_ShowMenu && pointer_index == 0) { + g_CompensatedTouch.y = y; + } + return y; +} + +int32_t hook_AMotionEvent_getAction(const AInputEvent* motion_event) { + int32_t action = old_getAction(motion_event); + if (g_ShowMenu) { + int32_t code = action & AMOTION_EVENT_ACTION_MASK; + if (code == AMOTION_EVENT_ACTION_DOWN || code == AMOTION_EVENT_ACTION_POINTER_DOWN) { + g_CompensatedTouch.down = true; + } else if (code == AMOTION_EVENT_ACTION_UP || code == AMOTION_EVENT_ACTION_POINTER_UP || code == AMOTION_EVENT_ACTION_CANCEL) { + g_CompensatedTouch.down = false; } } - return res; + return action; } // 渲染钩子 @@ -75,21 +79,20 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)width, (float)height); - // 缩放适配 float scale = (float)width / 1920.0f; ImGui::GetStyle().ScaleAllSizes(scale > 1.2f ? scale : 1.2f); ImGui_ImplOpenGL3_Init("#version 300 es"); g_Initialized = true; - LOGI("ImGui Context Created: %d x %d", width, height); + LOGI("ImGui Context Created."); } if (g_ShowMenu) { ImGuiIO& io = ImGui::GetIO(); - // 【双重保险】如果后端处理没生效,手动覆盖状态 - io.MousePos = ImVec2(g_ManualTouch.x, g_ManualTouch.y); - io.MouseDown[0] = g_ManualTouch.down; + // 强制将补偿的触摸数据注入 ImGui + io.MousePos = ImVec2(g_CompensatedTouch.x, g_CompensatedTouch.y); + io.MouseDown[0] = g_CompensatedTouch.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); @@ -98,12 +101,13 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) { - ImGui::TextColored(ImVec4(0,1,0,1), "Event Count: %d", g_ManualTouch.count); - ImGui::Text("Last Pos: %.1f, %.1f", g_ManualTouch.x, g_ManualTouch.y); - ImGui::Text("Status: %s", g_ManualTouch.down ? "HOLDING" : "IDLE"); + ImGui::TextColored(ImVec4(0,1,1,1), "Direct Hook Active"); + ImGui::Text("Captured Count: %d", g_CompensatedTouch.count); + ImGui::Text("Last Pos: %.1f, %.1f", g_CompensatedTouch.x, g_CompensatedTouch.y); + ImGui::Text("Touch Status: %s", g_CompensatedTouch.down ? "HOLDING" : "IDLE"); ImGui::Separator(); - if (ImGui::Button("Reset Counter")) g_ManualTouch.count = 0; + if (ImGui::Button("Reset Trace")) g_CompensatedTouch.count = 0; static bool esp = true; ImGui::Checkbox("Draw ESP", &esp); @@ -118,24 +122,33 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { } void* init_thread(void*) { - // 针对王者荣耀,我们等待更久,等 libunity.so 完全展开 - sleep(12); + // 等待 libunity.so 及其依赖库加载 + LOGI("Plugin thread: waiting for modules..."); + while (true) { + if (dlopen("libunity.so", RTLD_NOLOAD)) break; + usleep(500000); + } + sleep(10); // 1. Hook 渲染 void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (swap_addr) DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); - // 2. 尝试从 libandroid.so 强制获取符号 + // 2. 深度 Hook libandroid.so 导出的原始函数 + // 即使 Unity 绕过了 AInputQueue,它读坐标时也大概率会调这些导出的 API void* h_android = dlopen("libandroid.so", RTLD_NOW); if (h_android) { - void* getEvent_addr = dlsym(h_android, "AInputQueue_getEvent"); - if (getEvent_addr) { - LOGI("AInputQueue_getEvent found in libandroid.so, Hooking..."); - DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent); - } + void* getRawX = dlsym(h_android, "AMotionEvent_getRawX"); + void* getRawY = dlsym(h_android, "AMotionEvent_getRawY"); + void* getAction = dlsym(h_android, "AMotionEvent_getAction"); + + if (getRawX) DobbyHook(getRawX, (void*)hook_AMotionEvent_getRawX, (void**)&old_getRawX); + if (getRawY) DobbyHook(getRawY, (void*)hook_AMotionEvent_getRawY, (void**)&old_getRawY); + if (getAction) DobbyHook(getAction, (void*)hook_AMotionEvent_getAction, (void**)&old_getAction); + + LOGI("Deep Touch Hooks applied."); } - LOGI("Ultimate Input Strategy Loaded."); return nullptr; }