diff --git a/main.cpp b/main.cpp index 081e8d4ca..494449b4b 100644 --- a/main.cpp +++ b/main.cpp @@ -9,10 +9,9 @@ #include #include #include -#include #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; +}