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Update main.cpp
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main.cpp
150
main.cpp
@ -17,57 +17,61 @@
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static bool g_Initialized = false;
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static bool g_ShowMenu = true;
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// 状态追踪日志,用于在 UI 上显示
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static char g_HookStatus[256] = "Waiting...";
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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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// --- 触摸同步逻辑 ---
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// --- 触摸数据结构 ---
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struct TouchState {
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float x;
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float y;
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bool down;
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int event_count; // 记录收到了多少次事件
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} g_Touch;
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void SyncImGuiInput(AInputEvent* event) {
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if (!g_Initialized || !g_ShowMenu) return;
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// --- 核心 Hook 逻辑 ---
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ImGuiIO& io = ImGui::GetIO();
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int32_t type = AInputEvent_getType(event);
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typedef float (*p_AMotionEvent_getRawX)(const AInputEvent* motion_event, size_t pointer_index);
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static p_AMotionEvent_getRawX old_getRawX = nullptr;
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if (type == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(event);
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int32_t action_code = action & AMOTION_EVENT_ACTION_MASK;
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float x = AMotionEvent_getX(event, 0);
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float y = AMotionEvent_getY(event, 0);
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io.MousePos = ImVec2(x, y);
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typedef float (*p_AMotionEvent_getRawY)(const AInputEvent* motion_event, size_t pointer_index);
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static p_AMotionEvent_getRawY old_getRawY = nullptr;
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if (action_code == AMOTION_EVENT_ACTION_DOWN || action_code == AMOTION_EVENT_ACTION_POINTER_DOWN) {
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io.MouseDown[0] = true;
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} else if (action_code == AMOTION_EVENT_ACTION_UP || action_code == AMOTION_EVENT_ACTION_POINTER_UP || action_code == AMOTION_EVENT_ACTION_CANCEL) {
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io.MouseDown[0] = false;
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}
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}
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}
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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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// --- Hook 1: AInputQueue (通用入口) ---
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typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent);
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static p_AInputQueue_getEvent old_AInputQueue_getEvent = nullptr;
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int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) {
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int32_t res = old_AInputQueue_getEvent(queue, outEvent);
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if (res >= 0 && outEvent && *outEvent) {
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SyncImGuiInput(*outEvent);
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}
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return res;
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}
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// --- Hook 2: 直接 Hook AMotionEvent 获取函数 (防止 libunity.so 绕过 Queue) ---
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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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float hook_AMotionEvent_getX(const AInputEvent* motion_event, size_t pointer_index) {
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float x = old_getX(motion_event, pointer_index);
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float hook_AMotionEvent_getRawX(const AInputEvent* motion_event, size_t pointer_index) {
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float x = old_getRawX(motion_event, pointer_index);
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if (g_ShowMenu && g_Initialized && pointer_index == 0) {
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ImGui::GetIO().MousePos.x = x;
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g_Touch.x = x;
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g_Touch.event_count++;
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}
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return x;
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}
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float hook_AMotionEvent_getRawY(const AInputEvent* motion_event, size_t pointer_index) {
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float y = old_getRawY(motion_event, pointer_index);
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if (g_ShowMenu && g_Initialized && pointer_index == 0) {
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g_Touch.y = y;
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}
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return y;
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}
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int32_t hook_AMotionEvent_getAction(const AInputEvent* motion_event) {
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int32_t action = old_getAction(motion_event);
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if (g_ShowMenu && g_Initialized) {
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int32_t code = action & AMOTION_EVENT_ACTION_MASK;
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if (code == AMOTION_EVENT_ACTION_DOWN || code == AMOTION_EVENT_ACTION_POINTER_DOWN) {
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g_Touch.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_Touch.down = false;
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}
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}
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return action;
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}
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// 渲染钩子
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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if (!g_Initialized) {
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@ -84,25 +88,33 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui_ImplOpenGL3_Init("#version 300 es");
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g_Initialized = true;
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LOGI("ImGui Initialized for Unity SGame: %d x %d", width, height);
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LOGI("ImGui Initialized successfully.");
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}
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if (g_ShowMenu) {
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ImGuiIO& io = ImGui::GetIO();
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io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
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io.MouseDown[0] = g_Touch.down;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(550, 400), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(600, 450), ImGuiCond_FirstUseEver);
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// 确保没有任何禁止移动的 Flag
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if (ImGui::Begin("AndKitty SGame Unity", &g_ShowMenu)) {
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "Module: libunity.so Context");
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if (ImGui::Begin("AndKitty SGame Debugger", &g_ShowMenu)) {
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "Hook Status: %s", g_HookStatus);
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ImGui::Text("Touch Data: %s (%.1f, %.1f)", g_Touch.down ? "DOWN" : "UP", g_Touch.x, g_Touch.y);
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ImGui::Text("Total Events Captured: %d", g_Touch.event_count);
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ImGui::Separator();
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static bool esp = false;
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ImGui::Checkbox("ESP Enable", &esp);
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if (ImGui::Button("Close Menu")) g_ShowMenu = false;
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if (ImGui::Button("Reset Touch State")) {
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g_Touch.down = false;
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g_Touch.event_count = 0;
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}
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ImGui::Checkbox("Menu Visible", &g_ShowMenu);
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}
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ImGui::End();
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@ -114,36 +126,44 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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}
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void* init_thread(void*) {
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LOGI("Waiting for libunity.so and libandroid.so...");
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LOGI("Init thread started. Target: libunity.so");
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// 循环等待 libunity.so 加载完成,这对 Unity 游戏很重要
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while (true) {
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if (dlsym(RTLD_DEFAULT, "eglSwapBuffers") && dlopen("libunity.so", RTLD_NOLOAD)) {
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// 持续检查模块加载情况
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int retry = 0;
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while (retry < 60) { // 最多等待 30 秒
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if (dlopen("libunity.so", RTLD_NOLOAD)) {
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LOGI("libunity.so found!");
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break;
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}
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usleep(500000);
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retry++;
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}
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sleep(5); // 额外等待确保引擎初始化
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// 1. Hook 渲染
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void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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// 2. Hook 系统输入队列 (通用)
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void* input_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent");
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if (input_addr) {
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DobbyHook(input_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_AInputQueue_getEvent);
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if (swap_addr) {
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DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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LOGI("eglSwapBuffers Hooked.");
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} else {
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LOGI("FAILED to find eglSwapBuffers");
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}
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// 3. 针对 Unity 的“强制同步”:Hook AMotionEvent_getX
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// 很多版本的 Unity 直接调用这个函数获取坐标,Hook 这里可以强行同步 ImGui 坐标
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void* getx_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getX");
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if (getx_addr) {
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LOGI("Hooking AMotionEvent_getX for Unity focus...");
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DobbyHook(getx_addr, (void*)hook_AMotionEvent_getX, (void**)&old_getX);
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// 2. Hook 触摸
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void* getRawX_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getRawX");
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void* getRawY_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getRawY");
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void* getAction_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getAction");
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if (getRawX_addr && getRawY_addr && getAction_addr) {
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DobbyHook(getRawX_addr, (void*)hook_AMotionEvent_getRawX, (void**)&old_getRawX);
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DobbyHook(getRawY_addr, (void*)hook_AMotionEvent_getRawY, (void**)&old_getRawY);
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DobbyHook(getAction_addr, (void*)hook_AMotionEvent_getAction, (void**)&old_getAction);
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snprintf(g_HookStatus, sizeof(g_HookStatus), "All Hooks OK (Unity Mode)");
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LOGI("AMotionEvent Hooks applied successfully.");
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} else {
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snprintf(g_HookStatus, sizeof(g_HookStatus), "Hook FAILED: %p %p %p", getRawX_addr, getRawY_addr, getAction_addr);
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LOGI("FAILED to find AMotionEvent symbols.");
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}
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LOGI("Unity SGame Hooks Ready.");
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return nullptr;
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}
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