From d15e382da02bab262a14e4cebe9025b39c4f936c Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Mon, 6 Apr 2026 19:12:00 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 104 ++++++++++++++++++++++++------------------------------- 1 file changed, 46 insertions(+), 58 deletions(-) diff --git a/main.cpp b/main.cpp index 3f109deb6..08684f040 100644 --- a/main.cpp +++ b/main.cpp @@ -16,16 +16,11 @@ static bool g_Initialized = false; static bool g_ShowMenu = true; -struct TouchPos { float x, y; }; +// 存储最终计算出的自适应坐标 struct { float x, y; bool down; -} g_RawTouch = {0, 0, 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; +} g_Touch = {0, 0, false}; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; @@ -33,25 +28,51 @@ 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; -void handle_event(void* event) { +// 自适应处理核心函数 +void handle_adaptive_event(void* event, float renderW, float renderH) { if (!event) return; static auto _getType = (int (*)(void*))dlsym(RTLD_DEFAULT, "AInputEvent_getType"); static auto _getAction = (int (*)(void*))dlsym(RTLD_DEFAULT, "AMotionEvent_getAction"); + + // NDK 原生 API static auto _getX = (float (*)(void*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getX"); static auto _getY = (float (*)(void*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getY"); - - if (_getType && _getType(event) == 1) { + + // 尝试获取原始坐标和物理范围 + // 在窗口模式下,RawX/Y 通常是屏幕物理像素,而 getX/Y 往往已经被系统转换到了窗口局部坐标 + if (_getType && _getType(event) == 1) { // AINPUT_EVENT_TYPE_MOTION int action = _getAction(event) & 0xff; - g_RawTouch.x = _getX(event, 0); - g_RawTouch.y = _getY(event, 0); - if (action == 0) g_RawTouch.down = true; - else if (action == 1 || action == 3) g_RawTouch.down = false; + + /* * 自适应原理: + * 大多数 Android 窗口系统在分发事件给 InputConsumer 时, + * 已经将坐标转换为了相对于 Surface 的局部坐标。 + * 如果点不准,通常是因为 ImGui 渲染的分辨率与窗口实际 Surface 分辨率不一致。 + */ + float rawX = _getX(event, 0); + float rawY = _getY(event, 0); + + // 如果你的 dumpsys 显示 Requested w=3392 而 ImGui 是 1426 + // 我们需要做一个简单的动态比例缩放 + // 这里的 3392.0f 和 2400.0f 是从你 dumpsys 里的 Requested w/h 获取的 + float containerW = 3392.0f; + float containerH = 2400.0f; + + g_Touch.x = (rawX / containerW) * renderW; + g_Touch.y = (rawY / containerH) * renderH; + + if (action == 0) g_Touch.down = true; + else if (action == 1 || action == 3) g_Touch.down = false; } } int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) { int res = old_consume(a, b, c, d, e, f); - if (res == 0 && f && *f) handle_event(*f); + // 注意:在这里我们还拿不到渲染窗口的宽高,所以只存下原始事件 + // 具体的坐标转换放在 eglSwapBuffers 里实时计算 + if (res == 0 && f && *f) { + // 传递当前全局事件指针 + handle_adaptive_event(*f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y); + } return res; } @@ -64,63 +85,30 @@ 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); - // --- 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); - - 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(g_FinalX, g_FinalY); - io.MouseDown[0] = g_RawTouch.down; + // 应用自适应坐标 + io.MousePos = ImVec2(g_Touch.x, g_Touch.y); + io.MouseDown[0] = g_Touch.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); - // 辅助红点 - if (g_RawTouch.down) { - ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 25.0f, IM_COL32(255, 0, 0, 255)); + if (g_Touch.down) { + // 画出红色触控点,用于验证自适应是否成功 + ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 255)); } if (g_ShowMenu) { - ImGui::SetNextWindowSize(ImVec2(w * 0.8f, h * 0.8f), ImGuiCond_Once); - ImGui::Begin("AndKitty SGame Touch Fixer", &g_ShowMenu); + ImGui::Begin("AndKitty Adaptive Menu", &g_ShowMenu); + ImGui::Text("Window Size: %.0f x %.0f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("Touch Logic Pos: %.1f, %.1f", g_Touch.x, g_Touch.y); - ImGui::Text("Render: %dx%d", w, h); - ImGui::Text("Raw Touch: %.1f, %.1f", g_RawTouch.x, g_RawTouch.y); - ImGui::Separator(); - - 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}; - } - + if (ImGui::Button("隐藏菜单", ImVec2(-1, 80))) g_ShowMenu = false; ImGui::End(); }