Update main.cpp

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gggaa2152 2026-04-06 05:54:24 +08:00 committed by GitHub
parent 28700f9849
commit f4c3c9731c
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162
main.cpp
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@ -9,10 +9,9 @@
#include <dlfcn.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#include <android/input.h>
#include "dobby.h"
// ImGui 包含
// ImGui 核心与 OpenGL3 后端
#include "imgui.h"
#include "backends/imgui_impl_opengl3.h"
@ -24,11 +23,9 @@
bool g_Initialized = false;
bool g_ShowMenu = true;
int g_FrameCount = 0;
pthread_mutex_t g_CtxMutex = PTHREAD_MUTEX_INITIALIZER;
EGLBoolean (*old_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface) = nullptr;
struct TouchData { float x, y; bool down; } g_Touch;
// 获取模块基址
uintptr_t get_module_base(const char* name) {
FILE* fp = fopen("/proc/self/maps", "r");
char line[1024];
@ -43,120 +40,119 @@ uintptr_t get_module_base(const char* name) {
return base;
}
// --- 渲染保护与 UI 绘制 ---
void DrawImGui(int width, int height) {
if (!g_ShowMenu) return;
// STEP 4.1: 进入绘制逻辑
LOGI("[TRACE] Step 4.1: Enter DrawImGui");
// 保存状态
GLint last_fbo, last_vao, last_program;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &last_fbo);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vao);
// 1. 保存当前所有可能被 ImGui 改变的 GL 状态
GLint last_program, last_texture, last_array_buffer, last_vao;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vao);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// STEP 4.2: 状态解绑
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
for (int i = 0; i < 8; i++) glDisableVertexAttribArray(i);
LOGI("[TRACE] Step 4.2: State Unbind Success");
// 2. ImGui 渲染帧启动
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
ImGui::SetNextWindowSize(ImVec2(400, 250), ImGuiCond_FirstUseEver);
if (ImGui::Begin("Debug Trace Menu", &g_ShowMenu)) {
ImGui::Text("If you see this, Step 4.3 is OK");
if (ImGui::Button("Test Crash Point")) { LOGI("Button Clicked"); }
if (ImGui::Begin("JKMenu Render Test", &g_ShowMenu)) {
ImGui::Text("Render Status: Active");
ImGui::Text("Wait for Input Implementation...");
ImGui::Separator();
static float f = 0.5f;
ImGui::SliderFloat("Alpha Test", &f, 0.0f, 1.0f);
if (ImGui::Button("Close Menu")) {
g_ShowMenu = false;
}
}
ImGui::End();
// STEP 4.3: 生成绘制数据
// 3. 提交绘制
ImGui::Render();
LOGI("[TRACE] Step 4.3: ImGui Render Data Generated");
// STEP 4.4: 提交 GPU 绘制 (最容易闪退的点)
LOGI("[TRACE] Step 4.4: Executing glDraw...");
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
LOGI("[TRACE] Step 4.5: glDraw Finished");
// 还原状态
glBindFramebuffer(GL_FRAMEBUFFER, last_fbo);
glBindVertexArray(last_vao);
// 4. 恢复原始状态 (极其重要,防止游戏闪退)
glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindVertexArray(last_vao);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
}
// --- EGL SwapBuffers Hook ---
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
if (pthread_mutex_trylock(&g_CtxMutex) != 0) return old_eglSwapBuffers(dpy, surface);
// 简单的重入锁
static bool is_rendering = false;
if (is_rendering) return old_eglSwapBuffers(dpy, surface);
is_rendering = true;
g_FrameCount++;
// STEP 3: 检测初始化时机
if (!g_Initialized && g_FrameCount > 150) {
LOGI("[TRACE] Step 3.1: Start ImGui Init");
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = nullptr;
EGLint w, h;
eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
io.DisplaySize = ImVec2((float)w, (float)h);
// 初始化逻辑:等待 200 帧确保 Context 完全稳定
if (!g_Initialized && g_FrameCount > 200) {
if (eglGetCurrentContext() != EGL_NO_CONTEXT) {
LOGI("[TRACE] Step 3: Starting ImGui Render Init");
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = nullptr;
// 解决高分屏 UI 太小的问题
io.FontGlobalScale = 2.0f;
if (ImGui_ImplOpenGL3_Init("#version 100")) {
g_Initialized = true;
LOGI("[TRACE] Step 3.2: ImGui Init Success");
} else {
LOGE("[TRACE] Step 3.2 ERROR: ImGui Init Failed");
if (ImGui_ImplOpenGL3_Init("#version 300 es")) {
g_Initialized = true;
LOGI("[TRACE] Step 4: Render Init Success");
}
}
}
if (g_Initialized) {
if (g_Initialized && g_ShowMenu) {
EGLint w, h;
eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
ImGui::GetIO().DisplaySize = ImVec2((float)w, (float)h);
DrawImGui(w, h);
}
pthread_mutex_unlock(&g_CtxMutex);
is_rendering = false;
return old_eglSwapBuffers(dpy, surface);
}
// 输入处理 (Step 5)
int (*old_AInputEvent_getType)(const AInputEvent* event) = nullptr;
int hook_AInputEvent_getType(const AInputEvent* event) {
int type = old_AInputEvent_getType(event);
if (type == AINPUT_EVENT_TYPE_MOTION) {
g_Touch.x = AMotionEvent_getRawX(event, 0);
g_Touch.y = AMotionEvent_getRawY(event, 0);
int action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
g_Touch.down = (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_MOVE);
}
return type;
}
// --- 初始化线程 ---
void* init_thread(void*) {
LOGI("[TRACE] Step 1: Thread Started");
while (!get_module_base("libEGL.so")) usleep(100000);
LOGI("[TRACE] Step 1: Plugin Thread Started");
void* egl_handle = dlopen("libEGL.so", RTLD_LAZY);
if (egl_handle) {
void* sym = dlsym(egl_handle, "eglSwapBuffers");
if (sym) {
DobbyHook(sym, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
LOGI("[TRACE] Step 2.1: eglSwapBuffers Hooked");
}
dlclose(egl_handle);
// 等待核心图形库加载
while (!get_module_base("libEGL.so") || !get_module_base("libGLESv3.so")) {
usleep(100000);
}
// 仅 Hook 渲染函数
void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
if (sym_egl) {
DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
LOGI("[TRACE] Step 2: eglSwapBuffers Hooked (Render Only)");
}
void* sym_in = dlsym(RTLD_DEFAULT, "AInputEvent_getType");
if (sym_in) {
DobbyHook(sym_in, (void*)hook_AInputEvent_getType, (void**)&old_AInputEvent_getType);
LOGI("[TRACE] Step 2.2: Input Hooked");
}
return nullptr;
}
@ -166,4 +162,6 @@ __attribute__((constructor)) void _init() {
pthread_detach(tid);
}
JNIEXPORT jint JNICALL JNI_OnLoad(JavaVM* vm, void* reserved) { return JNI_VERSION_1_6; }
JNIEXPORT jint JNICALL JNI_OnLoad(JavaVM* vm, void* reserved) {
return JNI_VERSION_1_6;
}