#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; // 记录全局触摸,如果自动处理失败,我们将手动强制注入 struct { float x; float y; bool down; int count; } g_ManualTouch = {0, 0, false, 0}; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // --- 针对王者荣耀 Unity 深度定制的输入拦截 --- typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent); static p_AInputQueue_getEvent old_getEvent = nullptr; typedef void (*p_AInputQueue_finishEvent)(AInputQueue* queue, AInputEvent* event, int handled); static p_AInputQueue_finishEvent old_finishEvent = nullptr; // 核心:拦截事件分发 int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) { int32_t res = old_getEvent(queue, outEvent); if (res >= 0 && outEvent && *outEvent) { AInputEvent* event = *outEvent; if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { g_ManualTouch.count++; // 尝试获取坐标 g_ManualTouch.x = AMotionEvent_getX(event, 0); g_ManualTouch.y = AMotionEvent_getY(event, 0); int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) { g_ManualTouch.down = true; } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP || action == AMOTION_EVENT_ACTION_CANCEL) { g_ManualTouch.down = false; } // 如果菜单显示,尝试交给 ImGui 处理 if (g_ShowMenu && g_Initialized) { // 调用 ImGui 后端自带的处理器 ImGui_ImplAndroid_HandleInputEvent(event, 1.0f, 1.0f); } } } return res; } // 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); // 缩放适配 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 Context Created: %d x %d", width, height); } if (g_ShowMenu) { ImGuiIO& io = ImGui::GetIO(); // 【双重保险】如果后端处理没生效,手动覆盖状态 io.MousePos = ImVec2(g_ManualTouch.x, g_ManualTouch.y); io.MouseDown[0] = g_ManualTouch.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) { ImGui::TextColored(ImVec4(0,1,0,1), "Event Count: %d", g_ManualTouch.count); ImGui::Text("Last Pos: %.1f, %.1f", g_ManualTouch.x, g_ManualTouch.y); ImGui::Text("Status: %s", g_ManualTouch.down ? "HOLDING" : "IDLE"); ImGui::Separator(); if (ImGui::Button("Reset Counter")) g_ManualTouch.count = 0; static bool esp = true; ImGui::Checkbox("Draw ESP", &esp); } ImGui::End(); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } return old_eglSwapBuffers(dpy, surface); } void* init_thread(void*) { // 针对王者荣耀,我们等待更久,等 libunity.so 完全展开 sleep(12); // 1. Hook 渲染 void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (swap_addr) DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); // 2. 尝试从 libandroid.so 强制获取符号 void* h_android = dlopen("libandroid.so", RTLD_NOW); if (h_android) { void* getEvent_addr = dlsym(h_android, "AInputQueue_getEvent"); if (getEvent_addr) { LOGI("AInputQueue_getEvent found in libandroid.so, Hooking..."); DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent); } } LOGI("Ultimate Input Strategy Loaded."); return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }