From e188e694ba4e0d3a2726c1d6eb70a78b07353a8e Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Wed, 8 Apr 2026 02:32:51 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 298 +++++++++++++++++++++++++++++++++---------------------- 1 file changed, 182 insertions(+), 116 deletions(-) diff --git a/main.cpp b/main.cpp index 422f0400e..4ca01c9f3 100644 --- a/main.cpp +++ b/main.cpp @@ -36,7 +36,7 @@ namespace Overlay { constexpr const char* kTag = "IL2CPP_Drive"; constexpr const char* kGameModule = "libil2cpp.so"; constexpr size_t kMaxLogSize = 30; -constexpr size_t kMaxPlayers = 10; // 根据要求修改为 10 个英雄玩家 +constexpr size_t kMaxPlayers = 10; // ============================================================================ // 日志系统类 @@ -77,7 +77,7 @@ private: #define LOG_ERROR(...) Overlay::Logger::GetInstance().Print("[ERROR] ", __VA_ARGS__) // ============================================================================ -// 内存读取工具类 (无视 SELinux 的 mincore 极速安全方案) +// 内存读取工具类 (mincore 安全方案) // ============================================================================ class MemoryReader { public: @@ -105,26 +105,26 @@ public: }; // ============================================================================ -// 最新基址偏移结构体 +// 偏移结构体 // ============================================================================ struct DynamicOffsets { - uint32_t x0ToAddr1 = 0x18; // x0偏移18 -> 地址1 - uint32_t addr1ToAddr2 = 0x8; // 地址1偏移8 -> 地址2 - uint32_t arrayStart = 0x20; // 数组首个数据偏移 - uint32_t arrayStep = 0x10; // 数组步长 - uint32_t itemToAddr3 = 0x0; // 每条元素偏移0x0 -> 地址3(英雄指针) + uint32_t x0ToAddr1 = 0x18; + uint32_t addr1ToAddr2 = 0x8; + uint32_t arrayStart = 0x20; + uint32_t arrayStep = 0x10; + uint32_t itemToAddr3 = 0x0; - uint32_t addr3ToWorld = 0x4C4; // 地址3偏移4c4 -> 世界坐标 - uint32_t addr3ToAddr4 = 0x3B8; // 地址3偏移3B8 -> 地址4 + uint32_t addr3ToWorld = 0x4C4; + uint32_t addr3ToAddr4 = 0x3B8; - uint32_t addr4ToGold = 0x30; // 地址4偏移30 -> 金币 - uint32_t addr4ToHp = 0x38; // 地址4偏移38 -> 血量 - uint32_t addr4ToMaxHp = 0x3C; // 地址4偏移3C -> 最大血量 - uint32_t addr4ToLevel = 0x58; // 地址4偏移58 -> 等级 - uint32_t addr4ToAddr5 = 0x50; // 地址4偏移50 -> 地址5 + uint32_t addr4ToGold = 0x30; + uint32_t addr4ToHp = 0x38; + uint32_t addr4ToMaxHp = 0x3C; + uint32_t addr4ToLevel = 0x58; + uint32_t addr4ToAddr5 = 0x50; - uint32_t addr5ToMana = 0x24; // 地址5偏移24 -> 蓝量 - uint32_t addr5ToMaxMana = 0x28;// 地址5偏移28 -> 最大蓝量 + uint32_t addr5ToMana = 0x24; + uint32_t addr5ToMaxMana = 0x28; }; struct PlayerData { @@ -184,7 +184,7 @@ private: }; // ============================================================================ -// 核心数据引擎 (依照新规则遍历) +// 数据引擎 // ============================================================================ class EngineCore { public: @@ -214,12 +214,10 @@ private: newSnap->inMatch = true; newSnap->debug.baseX0 = baseX0; - // x0 -> Addr1 uintptr_t addr1 = MemoryReader::SafeRead(baseX0 + newSnap->offsets.x0ToAddr1); newSnap->debug.addr1 = addr1; if (addr1) { - // Addr1 -> Addr2 (英雄数组) uintptr_t addr2 = MemoryReader::SafeRead(addr1 + newSnap->offsets.addr1ToAddr2); newSnap->debug.addr2 = addr2; if (addr2) ParsePlayers(newSnap, addr2); @@ -235,49 +233,38 @@ private: } void ParsePlayers(std::shared_ptr& snap, uintptr_t addr2) { - for (size_t i = 0; i < kMaxPlayers; ++i) { // 遍历 10 个英雄玩家 - // 数组步长 0x10, 首个数据 0x20 开始 + for (size_t i = 0; i < kMaxPlayers; ++i) { uintptr_t itemAddr = addr2 + snap->offsets.arrayStart + (i * snap->offsets.arrayStep); snap->debug.items[i].base = itemAddr; - // 读每一条里面 0x0 位置,获得地址3 (英雄实例指针) uintptr_t addr3 = MemoryReader::SafeRead(itemAddr + snap->offsets.itemToAddr3); snap->debug.items[i].addr3 = addr3; if (!addr3) continue; PlayerData p; - - // 地址3偏移4c4获得此玩家世界坐标 p.worldX = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x0); p.worldY = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x4); p.worldZ = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToWorld + 0x8); - - // 将世界坐标映射至小地图雷达坐标 (平面雷达通常是 X,Z) p.mapX = p.worldX; p.mapY = p.worldZ; - // 偏移0x3B8获得地址4 uintptr_t addr4 = MemoryReader::SafeRead(addr3 + snap->offsets.addr3ToAddr4); snap->debug.items[i].addr4 = addr4; if (addr4) { - // 地址4里面的各项属性 p.gold = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToGold); p.hp = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToHp); p.maxHp = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToMaxHp); p.level = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToLevel); - // 偏移50获得地址5 uintptr_t addr5 = MemoryReader::FastRead(addr4 + snap->offsets.addr4ToAddr5); snap->debug.items[i].addr5 = addr5; if (addr5) { - // 地址5里的蓝量属性 p.mana = MemoryReader::FastRead(addr5 + snap->offsets.addr5ToMana); p.maxMana = MemoryReader::FastRead(addr5 + snap->offsets.addr5ToMaxMana); } } - // 过滤无效实体 if (p.maxHp > 0 && p.maxHp < 50000) { snap->players.push_back(p); } @@ -292,7 +279,7 @@ private: }; // ============================================================================ -// UI 渲染引擎 (包含原生右下角缩放及宽容布局) +// UI 渲染引擎 (专业科技风修复版) // ============================================================================ class UIRenderer { public: @@ -309,18 +296,22 @@ public: io.MousePos = ImVec2(touch.GetX(), touch.GetY()); io.MouseDown[0] = touch.IsDown(); - float finalScale = std::max(1.0f, h / 1000.0f) * m_userScale; + // 基础缩放:按 1080p 标准屏幕进行基准推算 + float deviceScale = std::min(2.0f, std::max(0.5f, h / 1080.0f)); + float finalScale = deviceScale * m_userScale; + ImGuiStyle& style = ImGui::GetStyle(); style = m_defaultStyle; - style.ScaleAllSizes(1.2f * finalScale); - io.FontGlobalScale = 1.2f * finalScale; + style.ScaleAllSizes(finalScale); // 缩放 UI 边距 + io.FontGlobalScale = finalScale; // 缩放字体 ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); + // 绘制鼠标触控波纹 (全局可见) if (touch.IsDown()) { - ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f * finalScale, IM_COL32(0, 255, 170, 150)); - ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 28.0f * finalScale, IM_COL32(0, 255, 170, 200), 0, 2.0f); + ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 15.0f * finalScale, IM_COL32(0, 255, 255, 120)); + ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 22.0f * finalScale, IM_COL32(0, 255, 255, 200), 0, 2.0f); } DrawMainWindow(w, h, snap, finalScale); @@ -339,144 +330,209 @@ private: static bool m_showDebugger; static bool m_showRadar; + // --- 专业级高级配色 (深色暗蓝 + 高亮荧光青) --- static void ApplyTechStyle(ImGuiStyle& style) { ImVec4* colors = style.Colors; - colors[ImGuiCol_Text] = ImVec4(0.85f, 0.95f, 1.00f, 1.00f); - colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.09f, 0.96f); - colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.25f); - colors[ImGuiCol_Border] = ImVec4(0.15f, 0.55f, 0.85f, 0.60f); - colors[ImGuiCol_FrameBg] = ImVec4(0.10f, 0.14f, 0.22f, 0.80f); - colors[ImGuiCol_FrameBgHovered] = ImVec4(0.18f, 0.35f, 0.58f, 0.80f); - colors[ImGuiCol_FrameBgActive] = ImVec4(0.22f, 0.45f, 0.75f, 1.00f); - colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.06f, 1.00f); - colors[ImGuiCol_TitleBgActive] = ImVec4(0.08f, 0.20f, 0.38f, 1.00f); - colors[ImGuiCol_SliderGrab] = ImVec4(0.20f, 0.55f, 0.85f, 1.00f); - colors[ImGuiCol_Button] = ImVec4(0.10f, 0.30f, 0.55f, 0.80f); - colors[ImGuiCol_ButtonHovered] = ImVec4(0.15f, 0.40f, 0.70f, 1.00f); - colors[ImGuiCol_ButtonActive] = ImVec4(0.25f, 0.55f, 0.85f, 1.00f); - colors[ImGuiCol_Header] = ImVec4(0.12f, 0.25f, 0.45f, 0.80f); - colors[ImGuiCol_HeaderHovered] = ImVec4(0.18f, 0.35f, 0.60f, 1.00f); - colors[ImGuiCol_HeaderActive] = ImVec4(0.22f, 0.45f, 0.75f, 1.00f); + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.95f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.40f, 0.50f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.05f, 0.05f, 0.08f, 0.94f); // 更深、略微透明的背景 + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.20f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.12f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.60f, 0.80f, 0.60f); // 优雅的科技蓝边框 + colors[ImGuiCol_FrameBg] = ImVec4(0.10f, 0.14f, 0.22f, 0.70f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.15f, 0.35f, 0.55f, 0.80f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.20f, 0.45f, 0.75f, 1.00f); + colors[ImGuiCol_TitleBg] = ImVec4(0.03f, 0.03f, 0.05f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.05f, 0.15f, 0.30f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_CheckMark] = ImVec4(0.00f, 0.95f, 1.00f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.00f, 0.75f, 1.00f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.00f, 0.95f, 1.00f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.08f, 0.25f, 0.45f, 0.80f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.12f, 0.40f, 0.65f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.20f, 0.55f, 0.85f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.10f, 0.25f, 0.45f, 0.80f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.15f, 0.35f, 0.60f, 1.00f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.20f, 0.45f, 0.75f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.15f, 0.30f, 0.50f, 0.80f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.08f, 0.15f, 0.25f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.10f, 0.30f, 0.50f, 1.00f); + colors[ImGuiCol_TableBorderLight] = ImVec4(0.10f, 0.20f, 0.35f, 0.50f); - style.WindowRounding = 4.0f; + // 合理的内边距,告别拥挤 + style.WindowPadding = ImVec2(16.0f, 16.0f); + style.FramePadding = ImVec2(12.0f, 8.0f); + style.CellPadding = ImVec2(10.0f, 8.0f); + style.ItemSpacing = ImVec2(12.0f, 10.0f); + + // 专业的硬边设计 + style.WindowRounding = 4.0f; // 极其微小的圆角提升精致感 style.ChildRounding = 2.0f; style.FrameRounding = 2.0f; style.WindowBorderSize = 1.0f; - style.FrameBorderSize = 1.0f; + style.FrameBorderSize = 0.0f; } static void InitializeImGui() { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGuiIO& io = ImGui::GetIO(); + io.IniFilename = nullptr; // 禁用本地缓存坐标 - io.IniFilename = nullptr; // 禁用缓存防溢出 m_defaultStyle = ImGui::GetStyle(); ApplyTechStyle(m_defaultStyle); - io.Fonts->AddFontDefault(); - ImFontConfig config; - config.MergeMode = true; - const char* systemFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc" }; + // --- 【致命 Bug 修复】彻底抛弃 MergeMode --- + // 直接加载单源字体,并设定基准大小为 24.0f。 + io.Fonts->Clear(); + bool fontLoaded = false; + const char* systemFonts[] = { + "/system/fonts/MiSans-Regular.ttf", // 小米/HyperOS + "/system/fonts/SysSans-Hans-Regular.ttf", // 一加/OPPO + "/system/fonts/NotoSansCJKjp-Regular.otc", // 谷歌原生 + "/system/fonts/NotoSansSC-Regular.otf", + "/system/fonts/DroidSansFallback.ttf" + }; for (const char* fontPath : systemFonts) { if (access(fontPath, R_OK) == 0) { - io.Fonts->AddFontFromFileTTF(fontPath, 32.0f, &config, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); + // 加载字体时直接包含常用中文区间 + io.Fonts->AddFontFromFileTTF(fontPath, 24.0f, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); + fontLoaded = true; break; } } + if (!fontLoaded) { + io.Fonts->AddFontDefault(); // 仅当找不到中文字体时才兜底 + } } static void DrawMainWindow(float w, float h, std::shared_ptr& snap, float finalScale) { ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); - - // 使用宽容模式布局:AlwaysAutoResize - if (ImGui::Begin("CYBER-CORE 战术终端 // HERO_RADAR", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) { + // 使用 FirstUseEver 允许用户自己拉伸窗口尺寸,默认给一个漂亮的比例 + ImGui::SetNextWindowSize(ImVec2(w * 0.45f, h * 0.55f), ImGuiCond_FirstUseEver); + + if (ImGui::Begin("CYBER-CORE // 战术数据终端", nullptr, ImGuiWindowFlags_NoCollapse)) { + // 1. 注入控制区 if (!m_isHookInstalled) { - ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.7f, 0.1f, 0.2f, 1.0f)); - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.9f, 0.2f, 0.3f, 1.0f)); - if (ImGui::Button("[ ⚠ ] 建立核心态神经链路 (Kernel Hook)", ImVec2(360 * finalScale, 45 * finalScale))) { + ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.8f, 0.15f, 0.25f, 1.0f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.9f, 0.2f, 0.35f, 1.0f)); + // 使用 -1 让按钮自动撑满全宽,极其规整 + if (ImGui::Button("[ ⚠ ] 核心态神经链路未连接 - 点击注入", ImVec2(-1, 0))) { extern void InstallHooks(); InstallHooks(); } ImGui::PopStyleColor(2); } else { - ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.4f, 1.0f), "[ ONLINE ] 核心链路稳定连接中..."); + ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.1f, 0.6f, 0.2f, 0.4f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.1f, 0.6f, 0.2f, 0.4f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.1f, 0.6f, 0.2f, 0.4f)); + ImGui::Button("✅ [ ONLINE ] 链路已建立", ImVec2(-1, 0)); + ImGui::PopStyleColor(3); + } + + // 提示回执 + if (!m_hookStatusMsg.empty() && m_hookStatusMsg != "等待用户指令...") { + ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "SYS_LOG: %s", m_hookStatusMsg.c_str()); } - ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1.0f), "LOG: %s", m_hookStatusMsg.c_str()); - ImGui::Separator(); - ImGui::Checkbox("全息雷达 (HUD Radar)", &m_showRadar); ImGui::SameLine(); - ImGui::Checkbox("内存探针 (Memory Debug)", &m_showDebugger); - + ImGui::Spacing(); ImGui::Separator(); - ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "DATA_STREAM // 战场英雄数据流"); + ImGui::Spacing(); + + // 2. 战术配置开关 + ImGui::Checkbox("HUD 全息雷达", &m_showRadar); ImGui::SameLine(0, 30.0f * finalScale); + ImGui::Checkbox("DBG 内存探针", &m_showDebugger); + + ImGui::Spacing(); + ImGui::Separator(); + ImGui::Spacing(); - if (!snap->inMatch) { - ImGui::TextColored(ImVec4(1, 0.5f, 0, 1), ">> 等待数据同步..."); + // 3. 核心数据表 (专业复活) + ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), "DATA_STREAM // 实战数据解析"); + + if (!snap->inMatch || snap->players.empty()) { + ImGui::TextColored(ImVec4(1, 0.5f, 0, 1), ">> 等待战场实体同步..."); } else { - for (const auto& p : snap->players) { - ImGui::Text("Lv.%-2d | HP: %4d/%-4d | MP: %4d/%-4d | Gold: %-4d | MAP: %.0f, %.0f", - p.level, p.hp, p.maxHp, p.mana, p.maxMana, p.gold, p.mapX, p.mapY); + // 使用 ImGui 官方 Table,自带列对齐、斑马纹,极度专业 + if (ImGui::BeginTable("PlayersTable", 5, + ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingStretchProp)) + { + ImGui::TableSetupColumn("LVL", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("HP"); + ImGui::TableSetupColumn("MP"); + ImGui::TableSetupColumn("GOLD"); + ImGui::TableSetupColumn("MAP(X,Y)"); + ImGui::TableHeadersRow(); + + for (const auto& p : snap->players) { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "%d", p.level); + ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp); + ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0, 0.8f, 1, 1), "%d/%d", p.mana, p.maxMana); + ImGui::TableNextColumn(); ImGui::TextColored(ImVec4(0.9f, 0.9f, 0.9f, 1), "%d", p.gold); + ImGui::TableNextColumn(); ImGui::Text("%.0f, %.0f", p.mapX, p.mapY); + } + ImGui::EndTable(); } } - // ===================================== - // 底部安全全局缩放滑块 (右对齐) - // ===================================== - ImGui::Spacing(); + // 4. 右下角全局缩放滑块 (完美布局版) + ImGui::Dummy(ImVec2(0.0f, ImGui::GetContentRegionAvail().y - ImGui::GetFrameHeightWithSpacing() - ImGui::GetStyle().ItemSpacing.y)); // 把内容挤到底部 + ImGui::Separator(); - ImGui::AlignTextToFramePadding(); - ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.8f, 1.0f), "[ SYS_OPT: STABLE ]"); + ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.8f, 1.0f), "[ STABLE ]"); - float sliderWidth = 250.0f * finalScale; - float rightPos = ImGui::GetWindowWidth() - sliderWidth - ImGui::GetStyle().WindowPadding.x; - if (rightPos > ImGui::GetCursorPosX()) { - ImGui::SameLine(rightPos); - } else { - ImGui::SameLine(); - } + ImGui::SameLine(); + ImGui::TextDisabled("|"); + ImGui::SameLine(); - ImGui::SetNextItemWidth(sliderWidth); + // 自动占据剩余全部空间的滑动条 + ImGui::PushItemWidth(-1); ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.0f, 0.4f, 0.6f, 0.4f)); ImGui::PushStyleColor(ImGuiCol_SliderGrab, ImVec4(0.0f, 0.9f, 1.0f, 1.0f)); ImGui::SliderFloat("##GlobalScale", &m_userScale, 0.5f, 2.5f, "UI ZOOM: %.2fx"); ImGui::PopStyleColor(2); + ImGui::PopItemWidth(); } ImGui::End(); } static void DrawRadar(float w, float h, std::shared_ptr& snap, float finalScale) { - ImGui::SetNextWindowPos(ImVec2(w - 380, 50), ImGuiCond_FirstUseEver); + // 雷达尺寸严格锁定为正方形 + float radarSize = 300.0f * finalScale; + + ImGui::SetNextWindowPos(ImVec2(w - radarSize - 40, 50), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(radarSize, radarSize), ImGuiCond_Always); + ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.02f, 0.05f, 0.08f, 0.85f)); ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0.0f, 0.8f, 1.0f, 0.6f)); - if (ImGui::Begin("HUD_Radar", nullptr, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar)) { - ImGui::Dummy(ImVec2(260 * finalScale, 260 * finalScale)); - - ImVec2 p0 = ImGui::GetItemRectMin(); - ImVec2 size = ImGui::GetItemRectSize(); + // 无标题栏的纯粹雷达框 + if (ImGui::Begin("HUD_Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) { + ImVec2 p0 = ImGui::GetWindowPos(); + ImVec2 size = ImGui::GetWindowSize(); ImDrawList* dl = ImGui::GetWindowDrawList(); ImVec2 center = ImVec2(p0.x + size.x * 0.5f, p0.y + size.y * 0.5f); - dl->AddRectFilled(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(10, 15, 25, 200), 8.0f); - dl->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(0, 180, 255, 150), 8.0f, 0, 1.5f); + // 战术十字线与扫描环 dl->AddLine(ImVec2(center.x, p0.y), ImVec2(center.x, p0.y + size.y), IM_COL32(0, 150, 255, 80)); dl->AddLine(ImVec2(p0.x, center.y), ImVec2(p0.x + size.x, center.y), IM_COL32(0, 150, 255, 80)); dl->AddCircle(center, size.x * 0.25f, IM_COL32(0, 200, 255, 60), 32, 1.0f); dl->AddCircle(center, size.x * 0.45f, IM_COL32(0, 200, 255, 60), 32, 1.0f); + // 雷达点位映射 for (const auto& p : snap->players) { float nX = p.mapX / 10000.0f; float nY = p.mapY / 10000.0f; - float rX = p0.x + (nX * size.x); - float rY = p0.y + size.y - (nY * size.y); if (nX > 0 && nX < 1 && nY > 0 && nY < 1) { + float rX = p0.x + (nX * size.x); + float rY = p0.y + size.y - (nY * size.y); // Y轴反转,适应小地图习惯 ImVec2 point(rX, rY); - dl->AddCircleFilled(point, 8.0f * finalScale, IM_COL32(255, 50, 50, 80)); - dl->AddCircleFilled(point, 4.0f * finalScale, IM_COL32(255, 80, 80, 255)); + dl->AddCircleFilled(point, 6.0f * finalScale, IM_COL32(255, 50, 50, 80)); // 荧光拖尾 + dl->AddCircleFilled(point, 3.0f * finalScale, IM_COL32(255, 80, 80, 255)); // 实体内核 } } } @@ -486,32 +542,42 @@ private: static void DrawDebugger(float w, float h, std::shared_ptr& snap) { ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(w * 0.4f, h * 0.6f), ImGuiCond_FirstUseEver); - if (ImGui::Begin("MEMORY_PROBE // 内存深度探查", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) { + if (ImGui::Begin("MEMORY_PROBE // 内存深度探查")) { auto& engine = EngineCore::GetInstance(); std::lock_guard lock(engine.GetOffsetMutex()); auto& offsets = engine.GetOffsetsRef(); auto drawOffsetBtn = [](const char* label, uint32_t& val) { ImGui::PushID(&val); - ImGui::TextColored(ImVec4(0.4f, 0.9f, 1.0f, 1.0f), "%s : %d (0x%X)", label, val, val); - if (ImGui::Button(" - 4 ", ImVec2(50, 0))) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine(); - if (ImGui::Button(" + 4 ", ImVec2(50, 0))) val += 4; - ImGui::Separator(); + ImGui::TextColored(ImVec4(0.4f, 0.9f, 1.0f, 1.0f), "%-20s: %d (0x%X)", label, val, val); + ImGui::SameLine(ImGui::GetWindowWidth() - 120.0f); + if (ImGui::Button("-4", ImVec2(40, 0))) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine(); + if (ImGui::Button("+4", ImVec2(40, 0))) val += 4; ImGui::PopID(); }; - drawOffsetBtn("x0_to_addr1 (x0 + ?)", offsets.x0ToAddr1); - drawOffsetBtn("addr1_to_addr2 (addr1 + ?)", offsets.addr1ToAddr2); - drawOffsetBtn("arrayStart (首个数据偏移)", offsets.arrayStart); - drawOffsetBtn("item_to_addr3 (实体指针偏移)", offsets.itemToAddr3); + ImGui::TextColored(ImVec4(1, 0.8f, 0, 1), "当前 x0 基址: 0x%lx", snap->debug.baseX0); + ImGui::Separator(); + + drawOffsetBtn("x0_to_addr1", offsets.x0ToAddr1); + drawOffsetBtn("addr1_to_addr2", offsets.addr1ToAddr2); + drawOffsetBtn("arrayStart", offsets.arrayStart); + drawOffsetBtn("item_to_addr3", offsets.itemToAddr3); drawOffsetBtn("addr3ToAddr4", offsets.addr3ToAddr4); drawOffsetBtn("addr4ToAddr5", offsets.addr4ToAddr5); ImGui::Separator(); auto& logger = Logger::GetInstance(); std::lock_guard logLock(logger.GetMutex()); - for (const auto& log : logger.GetLogs()) { ImGui::TextColored(ImVec4(0.6f, 0.8f, 0.6f, 1.0f), "> %s", log.c_str()); } + + ImGui::BeginChild("LogArea", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar); + for (const auto& log : logger.GetLogs()) { + ImGui::TextColored(ImVec4(0.6f, 0.8f, 0.6f, 1.0f), "> %s", log.c_str()); + } + if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) ImGui::SetScrollHereY(1.0f); + ImGui::EndChild(); } ImGui::End(); }