#include #include #include #include #include #include #include #include #include "dobby.h" #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" #define TAG "AndKitty_Menu" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) static bool g_Initialized = false; static bool g_ShowMenu = true; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // --- 触摸同步逻辑 --- void SyncImGuiInput(AInputEvent* event) { if (!g_Initialized || !g_ShowMenu) return; ImGuiIO& io = ImGui::GetIO(); int32_t type = AInputEvent_getType(event); 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); 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; } } } // --- 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); if (g_ShowMenu && g_Initialized && pointer_index == 0) { ImGui::GetIO().MousePos.x = x; } return x; } // 渲染钩子 EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (!g_Initialized) { EGLint width, height; eglQuerySurface(dpy, surface, EGL_WIDTH, &width); eglQuerySurface(dpy, surface, EGL_HEIGHT, &height); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)width, (float)height); float scale = (float)width / 1920.0f; ImGui::GetStyle().ScaleAllSizes(scale > 1.2f ? scale : 1.2f); ImGui_ImplOpenGL3_Init("#version 300 es"); g_Initialized = true; LOGI("ImGui Initialized for Unity SGame: %d x %d", width, height); } if (g_ShowMenu) { ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(550, 400), 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"); ImGui::Separator(); static bool esp = false; ImGui::Checkbox("ESP Enable", &esp); 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*) { LOGI("Waiting for libunity.so and libandroid.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)) { break; } usleep(500000); } 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); } // 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); } LOGI("Unity SGame Hooks Ready."); return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }