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Update main.cpp
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21d7ad51f3
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77
main.cpp
77
main.cpp
@ -16,17 +16,16 @@
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static bool g_Initialized = false;
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static bool g_ShowMenu = true;
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struct TouchPos { float x, y; };
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struct {
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float x, y;
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bool down;
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} g_RawTouch = {0, 0, false};
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// 校准参数 (根据你的截图初始设定)
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static float g_ScaleX = 0.594f;
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static float g_ScaleY = 0.473f;
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static bool g_SwapXY = false;
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static bool g_FlipX = false;
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static bool g_FlipY = false;
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// --- 自动校准存储 ---
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static TouchPos g_P1 = {0, 0}; // 窗口左上角在 Raw 坐标系下的位置
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static TouchPos g_P2 = {0, 0}; // 窗口右下角在 Raw 坐标系下的位置
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static float g_FinalX = 0, g_FinalY = 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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@ -34,7 +33,6 @@ 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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// 处理触摸事件
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void handle_event(void* event) {
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if (!event) return;
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static auto _getType = (int (*)(void*))dlsym(RTLD_DEFAULT, "AInputEvent_getType");
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@ -66,58 +64,63 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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ImGui::GetStyle().ScaleAllSizes(3.0f);
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// 设置默认值 (基于你之前的截图尝试)
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g_P1 = {600.0f, 200.0f};
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g_P2 = {2000.0f, 1200.0f};
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g_Initialized = true;
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}
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)w, (float)h);
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// 计算映射后的坐标
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float tx = g_RawTouch.x;
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float ty = g_RawTouch.y;
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if (g_SwapXY) { float tmp = tx; tx = ty; ty = tmp; }
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// --- 两点线性映射算法 ---
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// 原理:将 [P1, P2] 的 Raw 范围映射到 [0, DisplaySize] 的渲染范围
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float divX = (g_P2.x - g_P1.x);
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float divY = (g_P2.y - g_P1.y);
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float mappedX = tx * g_ScaleX;
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float mappedY = ty * g_ScaleY;
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if (g_FlipX) mappedX = (float)w - mappedX;
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if (g_FlipY) mappedY = (float)h - mappedY;
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if (divX != 0 && divY != 0) {
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g_FinalX = (g_RawTouch.x - g_P1.x) / divX * (float)w;
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g_FinalY = (g_RawTouch.y - g_P1.y) / divY * (float)h;
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}
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io.MousePos = ImVec2(mappedX, mappedY);
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io.MousePos = ImVec2(g_FinalX, g_FinalY);
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io.MouseDown[0] = g_RawTouch.down;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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// 1. 在背景画一个“触摸指示器” (非常有用的调试工具)
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// 辅助红点
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if (g_RawTouch.down) {
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ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 255));
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ImGui::GetBackgroundDrawList()->AddText(ImVec2(io.MousePos.x + 30, io.MousePos.y), IM_COL32(255, 255, 0, 255), "HERE");
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ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 25.0f, IM_COL32(255, 0, 0, 255));
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}
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if (g_ShowMenu) {
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ImGui::Begin("AndKitty Touch Calibrator", &g_ShowMenu);
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ImGui::SetNextWindowSize(ImVec2(w * 0.8f, h * 0.8f), ImGuiCond_Once);
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ImGui::Begin("AndKitty SGame Touch Fixer", &g_ShowMenu);
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ImGui::Text("Render: %dx%d", w, h);
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ImGui::Text("Raw: %.1f, %.1f", g_RawTouch.x, g_RawTouch.y);
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ImGui::Text("Mapped: %.1f, %.1f", mappedX, mappedY);
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ImGui::Text("Raw Touch: %.1f, %.1f", g_RawTouch.x, g_RawTouch.y);
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ImGui::Separator();
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ImGui::Checkbox("Swap X/Y (轴翻转)", &g_SwapXY);
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ImGui::Checkbox("Flip X (镜像X)", &g_FlipX);
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ImGui::Checkbox("Flip Y (镜像Y)", &g_FlipY);
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ImGui::SliderFloat("Scale X", &g_ScaleX, 0.0f, 3.0f);
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ImGui::SliderFloat("Scale Y", &g_ScaleY, 0.0f, 3.0f);
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if (ImGui::Button("Reset Parameters", ImVec2(-1, 60))) {
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g_ScaleX = 1.0f; g_ScaleY = 1.0f; g_SwapXY = false;
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if (ImGui::Button("第一步:点击窗口[左上角]后点我", ImVec2(-1, 80))) {
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g_P1 = {g_RawTouch.x, g_RawTouch.y};
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}
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ImGui::Text("P1(Min): %.1f, %.1f", g_P1.x, g_P1.y);
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ImGui::Spacing();
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if (ImGui::Button("第二步:点击窗口[右下角]后点我", ImVec2(-1, 80))) {
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g_P2 = {g_RawTouch.x, g_RawTouch.y};
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}
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ImGui::Text("P2(Max): %.1f, %.1f", g_P2.x, g_P2.y);
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ImGui::Separator();
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ImGui::TextColored(ImVec2(0,1,0), "Mapped Pos: %.1f, %.1f", g_FinalX, g_FinalY);
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if (ImGui::Button("重置校准", ImVec2(200, 50))) {
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g_P1 = {0,0}; g_P2 = {(float)w, (float)h};
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}
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ImGui::Separator();
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ImGui::TextColored(ImVec2(0, 1, 0), "Step: 滑动滑块,直到红点跟着手指走");
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if (ImGui::Button("Close Menu", ImVec2(-1, 60))) { g_ShowMenu = false; }
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ImGui::End();
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}
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