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Update main.cpp
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38
main.cpp
38
main.cpp
@ -7,6 +7,7 @@
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#include <android/input.h>
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#include <stdio.h>
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#include <algorithm>
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#include <atomic>
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#include "dobby.h"
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#include "imgui.h"
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#include "imgui_impl_android.h"
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@ -19,7 +20,7 @@ static bool g_Initialized = false;
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struct {
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float x = 0.0f;
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float y = 0.0f;
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bool down = false;
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std::atomic<bool> down{false}; // 引入原子锁,防止多线程同时读写状态导致崩溃
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float renderW = 0.0f;
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float renderH = 0.0f;
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@ -70,35 +71,24 @@ void handle_android_event(AInputEvent* event) {
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g_Touch.y = rawY * autoScaleY;
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if (action == AMOTION_EVENT_ACTION_DOWN) {
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g_Touch.down = true;
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g_Touch.down.store(true);
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} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) {
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g_Touch.down = false;
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g_Touch.down.store(false);
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}
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}
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}
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// =================================================================
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// 核心照抄区 1:完美触摸不穿透
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// 修复核心:移除导致内存泄露闪退的防穿透代码
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// =================================================================
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int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) {
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// 1. 先让系统原函数去读取事件
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// 正常放行,绝对不拦截吞噬事件,防止底层的 InputEvent 缓冲池被耗尽!
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int res = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent);
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if (res == 0 && outEvent && *outEvent) {
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// 2. 我们先拿到事件并转换坐标给 ImGui
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// 只做旁路监听,提取坐标给 ImGui,不干扰游戏本身的内存释放流程
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AInputEvent* event = (AInputEvent*)(*outEvent);
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handle_android_event(event);
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// 3. 【防穿透绝杀】判断当前手指是否点在菜单上
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if (g_Initialized && ImGui::GetCurrentContext() != nullptr) {
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ImGuiIO& io = ImGui::GetIO();
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if (io.WantCaptureMouse) {
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// 如果点在菜单上,直接把底层传给游戏引擎的事件指针“没收”
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*outEvent = nullptr;
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// 返回 -EWOULDBLOCK (-11),欺骗安卓系统,让它以为当前队列为空!
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return -11;
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}
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}
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}
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return res;
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}
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@ -122,7 +112,7 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH);
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io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
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io.MouseDown[0] = g_Touch.down;
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io.MouseDown[0] = g_Touch.down.load(); // 安全原子读取
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float deviceScale = (float)h / 1000.0f;
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if (deviceScale < 1.0f) deviceScale = 1.0f;
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@ -145,7 +135,7 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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if (g_Touch.down) {
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if (g_Touch.down.load()) {
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ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 200));
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}
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@ -191,25 +181,17 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui::Render();
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// =================================================================
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// 核心照抄区 2:Viewport 渲染防污染机制
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// 保留:Viewport 渲染防污染机制 (这个安全且必不可少)
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// =================================================================
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// 备份游戏本身的 Viewport 和 深度测试状态
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GLint last_viewport[4];
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glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLint last_depth;
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glGetIntegerv(GL_DEPTH_TEST, &last_depth);
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// 关闭深度测试,防止 UI 被游戏的 3D 模型遮挡
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glDisable(GL_DEPTH_TEST);
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// 强制把渲染视口设置到与我们的 DisplaySize 一致
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// 这行就是 2.txt 里的:glViewport(0, 0, g_gl_width, g_gl_height);
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glViewport(0, 0, w, h);
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// 绘制 ImGui 数据
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// 完美复原游戏环境,游戏引擎就不会崩溃或画面扭曲
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glViewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3]);
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if (last_depth) glEnable(GL_DEPTH_TEST);
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