From d880c8f95e53c2838d8928179f93f91876e88575 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Mon, 6 Apr 2026 23:10:14 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 115 +++++++++++++++++++++++++++++-------------------------- 1 file changed, 60 insertions(+), 55 deletions(-) diff --git a/main.cpp b/main.cpp index fdfa9b7e9..e6feb2011 100644 --- a/main.cpp +++ b/main.cpp @@ -10,31 +10,36 @@ #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" -#define TAG "MT_Drive" +#define TAG "MT_Auto_Drive" static bool g_Initialized = false; -// --- MT 专用可视化校准结构 --- +// --- 全自动自适应结构 --- struct { float rawX = 0.0f; float rawY = 0.0f; - float mappedX = 0.0f; float mappedY = 0.0f; - bool down = false; float renderW = 0.0f; float renderH = 0.0f; - // 根据你的设备 3392x2400 与 1426x1008 计算出的完美黄金比例 - float scaleX = 0.4204f; // 1426 / 3392 - float scaleY = 0.4200f; // 1008 / 2400 - + // 设备固定的物理分辨率 (从你之前的 wm size 获取) + // 只要设备不换,这两个数字永远不用动 + float physicalW = 3392.0f; + float physicalH = 2400.0f; + + // 内部计算参数 (自动生成,不再需要手动调) + float scaleX = 1.0f; + float scaleY = 1.0f; float offsetX = 0.0f; float offsetY = 0.0f; } g_Touch; +// 自动定点校准状态机 +static bool g_WaitingForTopLeft = false; + typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; @@ -51,16 +56,24 @@ void handle_android_event(AInputEvent* event) { g_Touch.rawX = currentRawX; g_Touch.rawY = currentRawY; - // 核心公式修正:先计算比例,再加偏移。 - // 这样一来,偏移量的单位就等于屏幕上的实际像素! - g_Touch.mappedX = (currentRawX * g_Touch.scaleX) + g_Touch.offsetX; - g_Touch.mappedY = (currentRawY * g_Touch.scaleY) + g_Touch.offsetY; - if (action == AMOTION_EVENT_ACTION_DOWN) { + // --- 一键自动对齐逻辑 --- + if (g_WaitingForTopLeft) { + // 原理:当手指点击游戏画面真正的左上角时,Mapped坐标应该是 (0,0) + // 推出公式:0 = (Raw + Offset) * Scale => Offset = -Raw + g_Touch.offsetX = -currentRawX; + g_Touch.offsetY = -currentRawY; + g_WaitingForTopLeft = false; + return; // 吃掉这次点击,防止误触菜单 + } g_Touch.down = true; } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) { g_Touch.down = false; } + + // 核心映射:动态比例 + 自动偏移 + g_Touch.mappedX = (currentRawX + g_Touch.offsetX) * g_Touch.scaleX; + g_Touch.mappedY = (currentRawY + g_Touch.offsetY) * g_Touch.scaleY; } } @@ -82,6 +95,11 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { g_Touch.renderW = (float)w; g_Touch.renderH = (float)h; + // --- 真正的自适应缩放核心 --- + // 每一帧自动计算比例,如果你在游戏中途拉动分屏线条,这里会瞬间无缝适应! + g_Touch.scaleX = g_Touch.renderW / g_Touch.physicalW; + g_Touch.scaleY = g_Touch.renderH / g_Touch.physicalH; + if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); @@ -102,59 +120,46 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); - // 绘制调试十字和红点 - if (g_Touch.down) { - ImDrawList* draw = ImGui::GetForegroundDrawList(); - draw->AddLine(ImVec2(0, g_Touch.mappedY), ImVec2(g_Touch.renderW, g_Touch.mappedY), IM_COL32(0, 255, 0, 200), 3.0f); - draw->AddLine(ImVec2(g_Touch.mappedX, 0), ImVec2(g_Touch.mappedX, g_Touch.renderH), IM_COL32(0, 255, 0, 200), 3.0f); - draw->AddCircleFilled(ImVec2(g_Touch.mappedX, g_Touch.mappedY), 25.0f, IM_COL32(255, 0, 0, 255)); + // 绘制自动校准状态提示 + ImDrawList* draw = ImGui::GetForegroundDrawList(); + if (g_WaitingForTopLeft) { + // 全屏半透明黑底 + 红色提示,引导用户点击 + draw->AddRectFilled(ImVec2(0, 0), ImVec2(w, h), IM_COL32(0, 0, 0, 150)); + draw->AddText(ImGui::GetFont(), ImGui::GetFontSize() * 1.5f, ImVec2(w * 0.1f, h * 0.4f), + IM_COL32(255, 50, 50, 255), "【自动校准中】\n请用手指准确点击游戏画面的【最左上角】一次!", NULL, 0.0f); + } else if (g_Touch.down) { + // 正常点按时的准星 + draw->AddLine(ImVec2(0, g_Touch.mappedY), ImVec2(w, g_Touch.mappedY), IM_COL32(0, 255, 0, 150), 2.0f); + draw->AddLine(ImVec2(g_Touch.mappedX, 0), ImVec2(g_Touch.mappedX, h), IM_COL32(0, 255, 0, 150), 2.0f); + draw->AddCircleFilled(ImVec2(g_Touch.mappedX, g_Touch.mappedY), 20.0f, IM_COL32(255, 0, 0, 255)); } + // 菜单界面 ImGui::SetNextWindowPos(ImVec2(20, 20), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(w * 0.9f, h * 0.8f), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(w * 0.8f, h * 0.8f), ImGuiCond_FirstUseEver); - if (ImGui::Begin("MT Visual Calibration", nullptr, ImGuiWindowFlags_NoCollapse)) { + if (ImGui::Begin("Auto-Adaptive Menu", nullptr, ImGuiWindowFlags_NoCollapse)) { - ImGui::TextColored(ImVec4(1,1,0,1), "【法则】随手指拖动而距离变化=调Scale | 距离固定偏=调Offset"); - ImGui::Text("系统 RAW X: %.1f | Y: %.1f", g_Touch.rawX, g_Touch.rawY); + ImGui::TextColored(ImVec4(0, 1, 1, 1), "★ 全自动适配引擎已启动 ★"); + ImGui::Text("Render Res (实时): %.0f x %.0f", g_Touch.renderW, g_Touch.renderH); + ImGui::Text("Auto Scale (实时): X=%.4f, Y=%.4f", g_Touch.scaleX, g_Touch.scaleY); ImGui::Separator(); - ImVec2 btnSize(140, 80); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "如果点不准,只需点击下方按钮,"); + ImGui::TextColored(ImVec4(1, 1, 0, 1), "然后摸一下游戏【最左上角】即可。"); - // 比例调节区(微调) - ImGui::TextColored(ImVec4(0,1,1,1), "【第一步】调比例 (让红点和手指移动速度一样)"); - ImGui::Text("Scale X: %.4f", g_Touch.scaleX); - if (ImGui::Button("-0.01 SX", btnSize)) g_Touch.scaleX -= 0.01f; ImGui::SameLine(); - if (ImGui::Button("+0.01 SX", btnSize)) g_Touch.scaleX += 0.01f; ImGui::SameLine(); - if (ImGui::Button("-0.001 SX", btnSize)) g_Touch.scaleX -= 0.001f; ImGui::SameLine(); - if (ImGui::Button("+0.001 SX", btnSize)) g_Touch.scaleX += 0.001f; - - ImGui::Text("Scale Y: %.4f", g_Touch.scaleY); - if (ImGui::Button("-0.01 SY", btnSize)) g_Touch.scaleY -= 0.01f; ImGui::SameLine(); - if (ImGui::Button("+0.01 SY", btnSize)) g_Touch.scaleY += 0.01f; ImGui::SameLine(); - if (ImGui::Button("-0.001 SY", btnSize)) g_Touch.scaleY -= 0.001f; ImGui::SameLine(); - if (ImGui::Button("+0.001 SY", btnSize)) g_Touch.scaleY += 0.001f; + if (ImGui::Button("🎯 一键自动校准偏移", ImVec2(-1, 120))) { + g_WaitingForTopLeft = true; + } ImGui::Separator(); + ImGui::Text("当前 Offset: X=%.1f, Y=%.1f", g_Touch.offsetX, g_Touch.offsetY); - // 偏移调节区(单位为像素) - ImGui::TextColored(ImVec4(0,1,1,1), "【第二步】调偏移 (让红点对准手指中心)"); - ImGui::Text("Offset X: %.1f", g_Touch.offsetX); - if (ImGui::Button("-50 X", btnSize)) g_Touch.offsetX -= 50.0f; ImGui::SameLine(); - if (ImGui::Button("-10 X", btnSize)) g_Touch.offsetX -= 10.0f; ImGui::SameLine(); - if (ImGui::Button("+10 X", btnSize)) g_Touch.offsetX += 10.0f; ImGui::SameLine(); - if (ImGui::Button("+50 X", btnSize)) g_Touch.offsetX += 50.0f; - - ImGui::Text("Offset Y: %.1f", g_Touch.offsetY); - if (ImGui::Button("-50 Y", btnSize)) g_Touch.offsetY -= 50.0f; ImGui::SameLine(); - if (ImGui::Button("-10 Y", btnSize)) g_Touch.offsetY -= 10.0f; ImGui::SameLine(); - if (ImGui::Button("+10 Y", btnSize)) g_Touch.offsetY += 10.0f; ImGui::SameLine(); - if (ImGui::Button("+50 Y", btnSize)) g_Touch.offsetY += 50.0f; - - ImGui::Separator(); - if (ImGui::Button("重置默认黄金比例", ImVec2(-1, 100))) { - g_Touch.offsetX = 0; g_Touch.offsetY = 0; - g_Touch.scaleX = 0.4204f; g_Touch.scaleY = 0.4200f; + // 预留设备修改接口,如果换手机了,修改这里的物理分辨率即可 + if (ImGui::CollapsingHeader("高级设置 (换设备才需要点开)")) { + ImGui::Text("设备物理分辨率 (横屏)"); + ImGui::DragFloat("Physical W", &g_Touch.physicalW, 1.0f, 1000.0f, 5000.0f); + ImGui::DragFloat("Physical H", &g_Touch.physicalH, 1.0f, 1000.0f, 5000.0f); } ImGui::End();