From ede25f96db809c7939922d133c14ef94818e9615 Mon Sep 17 00:00:00 2001 From: gggaa2152 <60614405+gggaa2152@users.noreply.github.com> Date: Tue, 7 Apr 2026 01:42:28 +0800 Subject: [PATCH] Update main.cpp --- main.cpp | 12 +++--------- 1 file changed, 3 insertions(+), 9 deletions(-) diff --git a/main.cpp b/main.cpp index 42883079e..24b09aadd 100644 --- a/main.cpp +++ b/main.cpp @@ -191,7 +191,6 @@ void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) { ImGui::SetNextWindowPos(ImVec2(w * 0.4f, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver); - // 确保不带 NoMove 标志 if (ImGui::Begin("内存指针链实时诊断", nullptr, ImGuiWindowFlags_None)) { if (ImGui::CollapsingHeader("10进制偏移微调 (按 1 调节)", ImGuiTreeNodeFlags_DefaultOpen)) { std::lock_guard lock(g_OffsetMutex); @@ -227,11 +226,9 @@ void handle_android_event(AInputEvent* event) { if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; - // 使用 renderW/physW 进行比例换算 float autoScaleX = (g_Touch.renderW > 0) ? (g_Touch.renderW / g_Touch.physW) : 1.0f; float autoScaleY = (g_Touch.renderH > 0) ? (g_Touch.renderH / g_Touch.physH) : 1.0f; - // 关键:实时更新 X/Y g_Touch.x = (AMotionEvent_getX(event, 0) * autoScaleX) + g_Touch.offsetX; g_Touch.y = (AMotionEvent_getY(event, 0) * autoScaleY) + g_Touch.offsetY; @@ -261,7 +258,6 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); - // 加载字体逻辑 ImGuiIO& io = ImGui::GetIO(); const char* systemFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", @@ -287,19 +283,18 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (deviceScale < 1.0f) deviceScale = 1.0f; float finalScale = deviceScale * g_DynamicScale * g_UserUIScale; - // --- UI 样式优化:加厚标题栏以便于拖动 --- static ImGuiStyle default_style = ImGui::GetStyle(); ImGuiStyle& style = ImGui::GetStyle(); style = default_style; style.ScaleAllSizes(1.2f * finalScale); style.WindowRounding = 12.0f; - style.FramePadding = ImVec2(10, 10); // 加厚交互区域 - style.TitleAlign = ImVec2(0.5f, 0.5f); // 标题居中 + style.FramePadding = ImVec2(10, 10); + // 修正:将 TitleAlign 修改为 WindowTitleAlign + style.WindowTitleAlign = ImVec2(0.5f, 0.5f); io.FontGlobalScale = 1.2f * finalScale; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); - // 准星调试圆点 if (g_Touch.down.load()) ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 22.0f, IM_COL32(0, 255, 0, 180)); if (g_BaseWindowHeight == 0.0f) g_BaseWindowHeight = h * 0.45f; @@ -314,7 +309,6 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (ImGui::CollapsingHeader("校准与设置", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::SliderFloat("UI 缩放", &g_UserUIScale, 0.5f, 2.0f); - // 解决“拖不了”的核心:重置偏移 ImGui::Text("当前触控偏移: X:%.1f Y:%.1f", g_Touch.offsetX, g_Touch.offsetY); if (ImGui::Button(" 重置所有偏移量 (RESET) ", ImVec2(-1, 0))) { g_Touch.offsetX = 0;