diff --git a/main.cpp b/main.cpp index 40e385e0e..57dba1b3f 100644 --- a/main.cpp +++ b/main.cpp @@ -17,57 +17,61 @@ static bool g_Initialized = false; static bool g_ShowMenu = true; +// 状态追踪日志,用于在 UI 上显示 +static char g_HookStatus[256] = "Waiting..."; + typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; -// --- 触摸同步逻辑 --- +// --- 触摸数据结构 --- +struct TouchState { + float x; + float y; + bool down; + int event_count; // 记录收到了多少次事件 +} g_Touch; -void SyncImGuiInput(AInputEvent* event) { - if (!g_Initialized || !g_ShowMenu) return; +// --- 核心 Hook 逻辑 --- - ImGuiIO& io = ImGui::GetIO(); - int32_t type = AInputEvent_getType(event); +typedef float (*p_AMotionEvent_getRawX)(const AInputEvent* motion_event, size_t pointer_index); +static p_AMotionEvent_getRawX old_getRawX = nullptr; - if (type == AINPUT_EVENT_TYPE_MOTION) { - int32_t action = AMotionEvent_getAction(event); - int32_t action_code = action & AMOTION_EVENT_ACTION_MASK; - - float x = AMotionEvent_getX(event, 0); - float y = AMotionEvent_getY(event, 0); - io.MousePos = ImVec2(x, y); +typedef float (*p_AMotionEvent_getRawY)(const AInputEvent* motion_event, size_t pointer_index); +static p_AMotionEvent_getRawY old_getRawY = nullptr; - if (action_code == AMOTION_EVENT_ACTION_DOWN || action_code == AMOTION_EVENT_ACTION_POINTER_DOWN) { - io.MouseDown[0] = true; - } else if (action_code == AMOTION_EVENT_ACTION_UP || action_code == AMOTION_EVENT_ACTION_POINTER_UP || action_code == AMOTION_EVENT_ACTION_CANCEL) { - io.MouseDown[0] = false; - } - } -} +typedef int32_t (*p_AMotionEvent_getAction)(const AInputEvent* motion_event); +static p_AMotionEvent_getAction old_getAction = nullptr; -// --- Hook 1: AInputQueue (通用入口) --- -typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent); -static p_AInputQueue_getEvent old_AInputQueue_getEvent = nullptr; - -int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) { - int32_t res = old_AInputQueue_getEvent(queue, outEvent); - if (res >= 0 && outEvent && *outEvent) { - SyncImGuiInput(*outEvent); - } - return res; -} - -// --- Hook 2: 直接 Hook AMotionEvent 获取函数 (防止 libunity.so 绕过 Queue) --- -typedef float (*p_AMotionEvent_getX)(const AInputEvent* motion_event, size_t pointer_index); -static p_AMotionEvent_getX old_getX = nullptr; - -float hook_AMotionEvent_getX(const AInputEvent* motion_event, size_t pointer_index) { - float x = old_getX(motion_event, pointer_index); +float hook_AMotionEvent_getRawX(const AInputEvent* motion_event, size_t pointer_index) { + float x = old_getRawX(motion_event, pointer_index); if (g_ShowMenu && g_Initialized && pointer_index == 0) { - ImGui::GetIO().MousePos.x = x; + g_Touch.x = x; + g_Touch.event_count++; } return x; } +float hook_AMotionEvent_getRawY(const AInputEvent* motion_event, size_t pointer_index) { + float y = old_getRawY(motion_event, pointer_index); + if (g_ShowMenu && g_Initialized && pointer_index == 0) { + g_Touch.y = y; + } + return y; +} + +int32_t hook_AMotionEvent_getAction(const AInputEvent* motion_event) { + int32_t action = old_getAction(motion_event); + if (g_ShowMenu && g_Initialized) { + int32_t code = action & AMOTION_EVENT_ACTION_MASK; + if (code == AMOTION_EVENT_ACTION_DOWN || code == AMOTION_EVENT_ACTION_POINTER_DOWN) { + g_Touch.down = true; + } else if (code == AMOTION_EVENT_ACTION_UP || code == AMOTION_EVENT_ACTION_POINTER_UP || code == AMOTION_EVENT_ACTION_CANCEL) { + g_Touch.down = false; + } + } + return action; +} + // 渲染钩子 EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (!g_Initialized) { @@ -84,25 +88,33 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { ImGui_ImplOpenGL3_Init("#version 300 es"); g_Initialized = true; - LOGI("ImGui Initialized for Unity SGame: %d x %d", width, height); + LOGI("ImGui Initialized successfully."); } if (g_ShowMenu) { + ImGuiIO& io = ImGui::GetIO(); + io.MousePos = ImVec2(g_Touch.x, g_Touch.y); + io.MouseDown[0] = g_Touch.down; + ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); - ImGui::SetNextWindowSize(ImVec2(550, 400), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(600, 450), ImGuiCond_FirstUseEver); - // 确保没有任何禁止移动的 Flag - if (ImGui::Begin("AndKitty SGame Unity", &g_ShowMenu)) { - ImGui::TextColored(ImVec4(0, 1, 1, 1), "Module: libunity.so Context"); + if (ImGui::Begin("AndKitty SGame Debugger", &g_ShowMenu)) { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Hook Status: %s", g_HookStatus); + ImGui::Text("Touch Data: %s (%.1f, %.1f)", g_Touch.down ? "DOWN" : "UP", g_Touch.x, g_Touch.y); + ImGui::Text("Total Events Captured: %d", g_Touch.event_count); + ImGui::Separator(); - static bool esp = false; - ImGui::Checkbox("ESP Enable", &esp); - - if (ImGui::Button("Close Menu")) g_ShowMenu = false; + if (ImGui::Button("Reset Touch State")) { + g_Touch.down = false; + g_Touch.event_count = 0; + } + + ImGui::Checkbox("Menu Visible", &g_ShowMenu); } ImGui::End(); @@ -114,36 +126,44 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { } void* init_thread(void*) { - LOGI("Waiting for libunity.so and libandroid.so..."); + LOGI("Init thread started. Target: libunity.so"); - // 循环等待 libunity.so 加载完成,这对 Unity 游戏很重要 - while (true) { - if (dlsym(RTLD_DEFAULT, "eglSwapBuffers") && dlopen("libunity.so", RTLD_NOLOAD)) { + // 持续检查模块加载情况 + int retry = 0; + while (retry < 60) { // 最多等待 30 秒 + if (dlopen("libunity.so", RTLD_NOLOAD)) { + LOGI("libunity.so found!"); break; } usleep(500000); + retry++; } - sleep(5); // 额外等待确保引擎初始化 // 1. Hook 渲染 void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); - DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); - - // 2. Hook 系统输入队列 (通用) - void* input_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent"); - if (input_addr) { - DobbyHook(input_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_AInputQueue_getEvent); + if (swap_addr) { + DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); + LOGI("eglSwapBuffers Hooked."); + } else { + LOGI("FAILED to find eglSwapBuffers"); } - // 3. 针对 Unity 的“强制同步”:Hook AMotionEvent_getX - // 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 - void* getx_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getX"); - if (getx_addr) { - LOGI("Hooking AMotionEvent_getX for Unity focus..."); - DobbyHook(getx_addr, (void*)hook_AMotionEvent_getX, (void**)&old_getX); + // 2. Hook 触摸 + void* getRawX_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getRawX"); + void* getRawY_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getRawY"); + void* getAction_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getAction"); + + if (getRawX_addr && getRawY_addr && getAction_addr) { + DobbyHook(getRawX_addr, (void*)hook_AMotionEvent_getRawX, (void**)&old_getRawX); + DobbyHook(getRawY_addr, (void*)hook_AMotionEvent_getRawY, (void**)&old_getRawY); + DobbyHook(getAction_addr, (void*)hook_AMotionEvent_getAction, (void**)&old_getAction); + snprintf(g_HookStatus, sizeof(g_HookStatus), "All Hooks OK (Unity Mode)"); + LOGI("AMotionEvent Hooks applied successfully."); + } else { + snprintf(g_HookStatus, sizeof(g_HookStatus), "Hook FAILED: %p %p %p", getRawX_addr, getRawY_addr, getAction_addr); + LOGI("FAILED to find AMotionEvent symbols."); } - LOGI("Unity SGame Hooks Ready."); return nullptr; }