Update main.cpp

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gggaa2152 2026-04-06 19:10:53 +08:00 committed by GitHub
parent 21d7ad51f3
commit c341c38ab2
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@ -16,17 +16,16 @@
static bool g_Initialized = false;
static bool g_ShowMenu = true;
struct TouchPos { float x, y; };
struct {
float x, y;
bool down;
} g_RawTouch = {0, 0, false};
// 校准参数 (根据你的截图初始设定)
static float g_ScaleX = 0.594f;
static float g_ScaleY = 0.473f;
static bool g_SwapXY = false;
static bool g_FlipX = false;
static bool g_FlipY = false;
// --- 自动校准存储 ---
static TouchPos g_P1 = {0, 0}; // 窗口左上角在 Raw 坐标系下的位置
static TouchPos g_P2 = {0, 0}; // 窗口右下角在 Raw 坐标系下的位置
static float g_FinalX = 0, g_FinalY = 0;
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
@ -34,7 +33,6 @@ 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;
// 处理触摸事件
void handle_event(void* event) {
if (!event) return;
static auto _getType = (int (*)(void*))dlsym(RTLD_DEFAULT, "AInputEvent_getType");
@ -66,58 +64,63 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
ImGui::GetStyle().ScaleAllSizes(3.0f);
// 设置默认值 (基于你之前的截图尝试)
g_P1 = {600.0f, 200.0f};
g_P2 = {2000.0f, 1200.0f};
g_Initialized = true;
}
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)w, (float)h);
// 计算映射后的坐标
float tx = g_RawTouch.x;
float ty = g_RawTouch.y;
if (g_SwapXY) { float tmp = tx; tx = ty; ty = tmp; }
// --- 两点线性映射算法 ---
// 原理:将 [P1, P2] 的 Raw 范围映射到 [0, DisplaySize] 的渲染范围
float divX = (g_P2.x - g_P1.x);
float divY = (g_P2.y - g_P1.y);
float mappedX = tx * g_ScaleX;
float mappedY = ty * g_ScaleY;
if (g_FlipX) mappedX = (float)w - mappedX;
if (g_FlipY) mappedY = (float)h - mappedY;
if (divX != 0 && divY != 0) {
g_FinalX = (g_RawTouch.x - g_P1.x) / divX * (float)w;
g_FinalY = (g_RawTouch.y - g_P1.y) / divY * (float)h;
}
io.MousePos = ImVec2(mappedX, mappedY);
io.MousePos = ImVec2(g_FinalX, g_FinalY);
io.MouseDown[0] = g_RawTouch.down;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 1. 在背景画一个“触摸指示器” (非常有用的调试工具)
// 辅助红点
if (g_RawTouch.down) {
ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 255));
ImGui::GetBackgroundDrawList()->AddText(ImVec2(io.MousePos.x + 30, io.MousePos.y), IM_COL32(255, 255, 0, 255), "HERE");
ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 25.0f, IM_COL32(255, 0, 0, 255));
}
if (g_ShowMenu) {
ImGui::Begin("AndKitty Touch Calibrator", &g_ShowMenu);
ImGui::SetNextWindowSize(ImVec2(w * 0.8f, h * 0.8f), ImGuiCond_Once);
ImGui::Begin("AndKitty SGame Touch Fixer", &g_ShowMenu);
ImGui::Text("Render: %dx%d", w, h);
ImGui::Text("Raw: %.1f, %.1f", g_RawTouch.x, g_RawTouch.y);
ImGui::Text("Mapped: %.1f, %.1f", mappedX, mappedY);
ImGui::Text("Raw Touch: %.1f, %.1f", g_RawTouch.x, g_RawTouch.y);
ImGui::Separator();
ImGui::Checkbox("Swap X/Y (轴翻转)", &g_SwapXY);
ImGui::Checkbox("Flip X (镜像X)", &g_FlipX);
ImGui::Checkbox("Flip Y (镜像Y)", &g_FlipY);
ImGui::SliderFloat("Scale X", &g_ScaleX, 0.0f, 3.0f);
ImGui::SliderFloat("Scale Y", &g_ScaleY, 0.0f, 3.0f);
if (ImGui::Button("Reset Parameters", ImVec2(-1, 60))) {
g_ScaleX = 1.0f; g_ScaleY = 1.0f; g_SwapXY = false;
if (ImGui::Button("第一步:点击窗口[左上角]后点我", ImVec2(-1, 80))) {
g_P1 = {g_RawTouch.x, g_RawTouch.y};
}
ImGui::Text("P1(Min): %.1f, %.1f", g_P1.x, g_P1.y);
ImGui::Spacing();
if (ImGui::Button("第二步:点击窗口[右下角]后点我", ImVec2(-1, 80))) {
g_P2 = {g_RawTouch.x, g_RawTouch.y};
}
ImGui::Text("P2(Max): %.1f, %.1f", g_P2.x, g_P2.y);
ImGui::Separator();
ImGui::TextColored(ImVec2(0,1,0), "Mapped Pos: %.1f, %.1f", g_FinalX, g_FinalY);
if (ImGui::Button("重置校准", ImVec2(200, 50))) {
g_P1 = {0,0}; g_P2 = {(float)w, (float)h};
}
ImGui::Separator();
ImGui::TextColored(ImVec2(0, 1, 0), "Step: 滑动滑块,直到红点跟着手指走");
if (ImGui::Button("Close Menu", ImVec2(-1, 60))) { g_ShowMenu = false; }
ImGui::End();
}