#include #include #include #include #include #include #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" #include "dobby.h" #include #include #define LOG_TAG "AndKitty_Menu" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__) // --- 全局状态 --- static bool g_Initialized = false; static bool g_ShowMenu = true; static float g_Width = 0, g_Height = 0; // 记录触摸 struct { float x, y; bool down; } g_Touch = {0, 0, false}; // --- 原函数指针 --- typedef int32_t (*p_getPointerId)(const AInputEvent* motion_event, size_t pointer_index); static p_getPointerId old_getPointerId = nullptr; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // --- 稳定的坐标获取方案 --- int32_t hook_getPointerId(const AInputEvent* event, size_t index) { if (g_ShowMenu && event != nullptr) { if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; // 获取手指 0 的绝对坐标 float x = AMotionEvent_getX(event, 0); float y = AMotionEvent_getY(event, 0); // 过滤非法值,防止之前出现的天文数字 if (x >= 0 && y >= 0 && x < 4000 && y < 4000) { g_Touch.x = x; g_Touch.y = y; if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) { g_Touch.down = true; } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP || action == AMOTION_EVENT_ACTION_CANCEL) { g_Touch.down = false; } } } } return old_getPointerId(event, index); } // --- 渲染逻辑 --- EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (g_Width <= 0) { EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); g_Width = (float)w; g_Height = (float)h; } if (!g_Initialized) { ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(g_Width, g_Height); io.ConfigFlags |= ImGuiConfigFlags_IsTouchScreen; ImGui_ImplOpenGL3_Init("#version 300 es"); // 注意:不调用 ImGui_ImplAndroid_Init,我们手动处理 IO ImGui::StyleColorsDark(); ImGui::GetStyle().ScaleAllSizes(3.0f); g_Initialized = true; LOGI("ImGui Simple Ready: %.fx%.f", g_Width, g_Height); } // 核心:强制同步 IO 状态 ImGuiIO& io = ImGui::GetIO(); io.MousePos = ImVec2(g_Touch.x, g_Touch.y); io.MouseDown[0] = g_Touch.down; // 固定的 DeltaTime 保证拖拽逻辑不失效 io.DeltaTime = 1.0f / 60.0f; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); if (g_ShowMenu) { ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(600, 450), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty SGame Lite", &g_ShowMenu)) { ImGui::Text("Diagnosis:"); ImGui::BulletText("Pos: %.1f, %.1f", io.MousePos.x, io.MousePos.y); ImGui::BulletText("Down: %s", io.MouseDown[0] ? "True" : "False"); ImGui::Separator(); static float f = 0.5f; ImGui::SliderFloat("Slider Test", &f, 0.0f, 1.0f); if (ImGui::Button("Close Menu")) g_ShowMenu = false; } ImGui::End(); } ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); return old_eglSwapBuffers(dpy, surface); } void* init_thread(void*) { // 注入后只等 2 秒,确保 libandroid.so 加载 sleep(2); void* egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); void* libandroid = dlopen("libandroid.so", RTLD_NOW); if (libandroid) { void* getPointerId = dlsym(libandroid, "AMotionEvent_getPointerId"); if (getPointerId) { DobbyHook(getPointerId, (void*)hook_getPointerId, (void**)&old_getPointerId); LOGI("Touch Hook Applied."); } } return nullptr; } __attribute__((constructor)) void entry() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }