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Update main.cpp
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main.cpp
217
main.cpp
@ -4,9 +4,6 @@
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#include <pthread.h>
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#include <thread>
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#include <chrono>
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#include <iostream>
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#include <fstream>
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#include <string>
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#include <unistd.h>
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#include <dlfcn.h>
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@ -18,89 +15,81 @@
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#include "imgui_impl_opengl3.h"
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#include "dobby.h"
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#include <android/log.h>
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#include <android/input.h>
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#define LOG_TAG "AndKitty_Menu"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__)
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#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__)
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// --- 全局变量与状态 ---
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// --- 状态与坐标 ---
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static bool g_Initialized = false;
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static bool g_ShowMenu = true;
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static float g_MenuX = 100.0f;
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static float g_MenuY = 100.0f;
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static float g_ScreenWidth = 0.0f;
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static float g_ScreenHeight = 0.0f;
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// 触摸状态全局快照 (用于底层拦截同步)
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// 记录触摸状态
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struct {
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float x;
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float y;
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bool down;
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} g_RealTimeTouch = {0.0f, 0.0f, false};
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} g_TouchState = {0.0f, 0.0f, false};
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// --- Unity 函数指针 ---
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typedef bool (*p_GetMouseButton)(int button);
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static p_GetMouseButton old_GetMouseButton = nullptr;
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typedef void* (*p_get_mousePosition)(void* outPos);
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static p_get_mousePosition old_get_mousePosition = nullptr;
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// --- 原函数指针声明 ---
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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typedef float (*p_AMotionEvent_getX)(const AInputEvent* motion_event, size_t pointer_index);
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static p_AMotionEvent_getX old_getX = nullptr;
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typedef float (*p_AMotionEvent_getY)(const AInputEvent* motion_event, size_t pointer_index);
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static p_AMotionEvent_getY old_getY = nullptr;
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typedef int32_t (*p_AMotionEvent_getAction)(const AInputEvent* motion_event);
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static p_AMotionEvent_getAction old_getAction = nullptr;
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// --- 触摸 Hook 回调 ---
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// 拦截系统底层坐标换算,确保拿到最真实的点击位置
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float hook_AMotionEvent_getX(const AInputEvent* event, size_t index) {
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float x = old_getX(event, index);
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if (index == 0) g_RealTimeTouch.x = x;
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return x;
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// --- Hook 回调 ---
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bool hook_GetMouseButton(int button) {
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if (old_GetMouseButton) {
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bool res = old_GetMouseButton(button);
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if (button == 0) g_TouchState.down = res;
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return res;
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}
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return false;
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}
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float hook_AMotionEvent_getY(const AInputEvent* event, size_t index) {
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float y = old_getY(event, index);
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if (index == 0) g_RealTimeTouch.y = y;
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return y;
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}
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int32_t hook_AMotionEvent_getAction(const AInputEvent* event) {
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int32_t action = old_getAction(event);
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int32_t code = action & AMOTION_EVENT_ACTION_MASK;
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// 处理按下与抬起状态
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if (code == AMOTION_EVENT_ACTION_DOWN || code == AMOTION_EVENT_ACTION_POINTER_DOWN)
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g_RealTimeTouch.down = true;
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else if (code == AMOTION_EVENT_ACTION_UP || code == AMOTION_EVENT_ACTION_POINTER_UP || code == AMOTION_EVENT_ACTION_CANCEL)
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g_RealTimeTouch.down = false;
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return action;
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void* hook_get_mousePosition(void* outPos) {
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if (old_get_mousePosition) {
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void* res = old_get_mousePosition(outPos);
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if (outPos) {
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float* pos = (float*)outPos;
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g_TouchState.x = pos[0];
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// 只有拿到屏幕高度后才进行 Y 轴翻转,否则先存原始值
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g_TouchState.y = (g_ScreenHeight > 0) ? (g_ScreenHeight - pos[1]) : pos[1];
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}
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return res;
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}
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return outPos;
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}
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// --- 渲染逻辑 ---
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void SetupImGui(int width, int height) {
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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// 设置字体大小等 UI 风格
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ImGui::StyleColorsDark();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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g_Initialized = true;
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LOGI("ImGui Initialized: %dx%d", width, height);
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}
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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static int width = 0, height = 0;
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if (width == 0 || height == 0) {
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if (g_ScreenWidth <= 0) {
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EGLint w, h;
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eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
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eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
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width = w; height = h;
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g_ScreenWidth = (float)w;
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g_ScreenHeight = (float)h;
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}
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if (!g_Initialized) {
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SetupImGui(width, height);
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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// 针对移动端的优化设置
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io.IniFilename = nullptr;
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ImGui::StyleColorsDark();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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// 字体缩放适配高分屏
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ImGui::GetStyle().ScaleAllSizes(3.0f);
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g_Initialized = true;
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LOGI("ImGui Render Init Success: %.fx%.f", g_ScreenWidth, g_ScreenHeight);
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}
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ImGui_ImplOpenGL3_NewFrame();
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@ -108,77 +97,99 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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if (g_ShowMenu) {
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(g_ScreenWidth, g_ScreenHeight);
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// 【核心注入】:将底层 Hook 拿到的坐标强制塞给 ImGui
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io.MousePos = ImVec2(g_RealTimeTouch.x, g_RealTimeTouch.y);
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io.MouseDown[0] = g_RealTimeTouch.down;
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io.DisplaySize = ImVec2((float)width, (float)height);
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// 关键:强制注入 Unity 捕获的坐标
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io.MousePos = ImVec2(g_TouchState.x, g_TouchState.y);
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io.MouseDown[0] = g_TouchState.down;
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// 绘制菜单界面
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ImGui::SetNextWindowPos(ImVec2(g_MenuX, g_MenuY), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(400, 300), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("AndKitty Mod Menu", &g_ShowMenu)) {
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ImGui::Text("Status: Running");
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ImGui::SetNextWindowSize(ImVec2(550, 400), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("AndKitty SGame Debugger", &g_ShowMenu)) {
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "Input Mode: Unity Global Hook");
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ImGui::Separator();
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static bool esp = false;
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ImGui::Checkbox("Enable ESP", &esp);
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ImGui::Text("Screen: %.0f x %.0f", g_ScreenWidth, g_ScreenHeight);
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ImGui::Text("Touch Pos: %.1f, %.1f", g_TouchState.x, g_TouchState.y);
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ImGui::Text("Touch Status: %s", g_TouchState.down ? "DOWN" : "UP");
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static float aim_speed = 5.0f;
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ImGui::SliderFloat("Aim Speed", &aim_speed, 1.0f, 20.0f);
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ImGui::Separator();
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static bool esp = false;
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ImGui::Checkbox("Enable ESP Line", &esp);
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if (ImGui::Button("Hide Menu")) {
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g_ShowMenu = false;
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if (ImGui::Button("Reset Touch State")) {
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g_TouchState.down = false;
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}
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// 调试信息:显示实时捕获的坐标
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ImGui::Text("Touch: X:%.1f Y:%.1f (%s)",
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g_RealTimeTouch.x, g_RealTimeTouch.y,
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g_RealTimeTouch.down ? "DOWN" : "UP");
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if (ImGui::Button("Close Menu")) g_ShowMenu = false;
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}
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ImGui::End();
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}
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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return old_eglSwapBuffers(dpy, surface);
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}
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// --- 初始化线程 ---
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// --- 自动搜索符号并 Hook ---
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void* init_thread(void*) {
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LOGI("Plugin thread started, waiting for game initialization...");
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sleep(15); // 等待游戏过掉检测和 Logo 加载
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LOGI("Plugin thread started. Waiting for libunity.so...");
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void* handle = nullptr;
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while (!handle) {
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handle = dlopen("libunity.so", RTLD_NOW);
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if (!handle) usleep(500000);
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}
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LOGI("libunity.so found at %p", handle);
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// 1. Hook 渲染函数
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void* egl_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (egl_addr) {
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DobbyHook(egl_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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LOGI("Hooked eglSwapBuffers at %p", egl_addr);
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// 1. Hook SwapBuffers (渲染)
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void* egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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// 2. 尝试多种可能的 Unity 输入符号 (SGame 特化)
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// 列表包含常见混淆名和标准名
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const char* btn_syms[] = {
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"_ZN5Unity5Input14GetMouseButtonEi",
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"UnityInputGetMouseButton",
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"Input_GetMouseButton",
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"_ZN11UnityEngine5Input14GetMouseButtonEi"
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};
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const char* pos_syms[] = {
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"_ZN5Unity5Input17get_mousePositionEv",
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"UnityInputGetMousePosition",
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"Input_get_mousePosition",
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"_ZN11UnityEngine5Input17get_mousePositionEv"
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};
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void* get_btn = nullptr;
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void* get_pos = nullptr;
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for (const char* s : btn_syms) {
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get_btn = dlsym(handle, s);
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if (get_btn) {
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LOGI("Found MouseButton Sym: %s", s);
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break;
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}
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}
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// 2. Hook 底层触摸 (libandroid.so)
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// 即使游戏屏蔽了上层的 InputQueue,底层的这些函数依然会被调用
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void* h_android = dlopen("libandroid.so", RTLD_NOW);
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if (h_android) {
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void* getX = dlsym(h_android, "AMotionEvent_getX");
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void* getY = dlsym(h_android, "AMotionEvent_getY");
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void* getAction = dlsym(h_android, "AMotionEvent_getAction");
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if (getX) DobbyHook(getX, (void*)hook_AMotionEvent_getX, (void**)&old_getX);
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if (getY) DobbyHook(getY, (void*)hook_AMotionEvent_getY, (void**)&old_getY);
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if (getAction) DobbyHook(getAction, (void*)hook_AMotionEvent_getAction, (void**)&old_getAction);
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LOGI("Touch Force-Sync Hooks Applied!");
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for (const char* s : pos_syms) {
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get_pos = dlsym(handle, s);
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if (get_pos) {
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LOGI("Found MousePosition Sym: %s", s);
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break;
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}
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}
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if (get_btn) DobbyHook(get_btn, (void*)hook_GetMouseButton, (void**)&old_GetMouseButton);
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if (get_pos) DobbyHook(get_pos, (void*)hook_get_mousePosition, (void**)&old_get_mousePosition);
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LOGI("Hooks Final Status - Render: %p, BTN: %p, POS: %p", egl, get_btn, get_pos);
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return nullptr;
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}
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// .so 加载入口
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__attribute__((constructor))
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void main_entry() {
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void entry() {
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pthread_t t;
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pthread_create(&t, nullptr, init_thread, nullptr);
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}
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