#include #include #include #include #include #include #include #include #include "dobby.h" #include "imgui.h" #include "imgui_impl_opengl3.h" #define TAG "PerfectMenu" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) #define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__) // ========================= 全局数据结构 ========================= struct TouchState { float x = 0.0f, y = 0.0f; // 经过校准后的屏幕坐标(用于 ImGui) bool down = false; // 是否有手指按下 float renderW = 0.0f, renderH = 0.0f; // 实际渲染区域尺寸(eglQuerySurface) // 自动校准参数 float windowOffsetX = 0.0f; // 窗口左上角相对于屏幕原点的 X 偏移 float windowOffsetY = 0.0f; // 窗口左上角相对于屏幕原点的 Y 偏移 bool calibrated = false; // 是否已完成校准 // 手动微调(用于极少数设备自动校准仍有误差的情况) float manualOffsetX = 0.0f; float manualOffsetY = 0.0f; }; static TouchState g_Touch; static std::mutex g_TouchMutex; // 保护 g_Touch 的互斥锁 static bool g_ImGuiInitialized = false; static int g_FingerCount = 0; // 当前按下的手指数量 // ========================= 函数指针定义 ========================= // eglSwapBuffers typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // InputConsumer::consume typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent); static p_InputConsumer_consume old_consume = nullptr; // AMotionEvent 扩展函数(用于获取原始屏幕坐标) typedef float (*p_AMotionEvent_getRawX)(const AInputEvent* motion_event, size_t pointer_index); typedef float (*p_AMotionEvent_getRawY)(const AInputEvent* motion_event, size_t pointer_index); static p_AMotionEvent_getRawX g_getRawX = nullptr; static p_AMotionEvent_getRawY g_getRawY = nullptr; // ========================= 辅助函数 ========================= /** * 从 AInputEvent 中提取原始屏幕坐标,并自动校准窗口偏移 * 使用互斥锁保护触摸数据 */ void handle_android_event(AInputEvent* event) { if (AInputEvent_getType(event) != AINPUT_EVENT_TYPE_MOTION) return; int32_t action = AMotionEvent_getAction(event); int32_t pointer_idx = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; int32_t action_mask = action & AMOTION_EVENT_ACTION_MASK; // 获取窗口相对坐标(系统已扣除状态栏/导航栏,但可能未考虑窗口偏移) float winX = AMotionEvent_getX(event, pointer_idx); float winY = AMotionEvent_getY(event, pointer_idx); float finalX = winX, finalY = winY; // 如果有 Raw 坐标函数,尝试自动校准 if (g_getRawX && g_getRawY) { float rawX = g_getRawX(event, pointer_idx); float rawY = g_getRawY(event, pointer_idx); std::lock_guard lock(g_TouchMutex); // 首次按下时自动校准窗口偏移(取差值) if (!g_Touch.calibrated && action_mask == AMOTION_EVENT_ACTION_DOWN) { g_Touch.windowOffsetX = rawX - winX; g_Touch.windowOffsetY = rawY - winY; g_Touch.calibrated = true; LOGI("Auto-calibrated: offsetX=%.1f, offsetY=%.1f", g_Touch.windowOffsetX, g_Touch.windowOffsetY); } // 使用原始坐标减去窗口偏移,得到真正渲染区域内的坐标 finalX = rawX - g_Touch.windowOffsetX; finalY = rawY - g_Touch.windowOffsetY; // 应用用户手动微调 finalX += g_Touch.manualOffsetX; finalY += g_Touch.manualOffsetY; } // 更新手指计数和按下状态 { std::lock_guard lock(g_TouchMutex); if (action_mask == AMOTION_EVENT_ACTION_DOWN || action_mask == AMOTION_EVENT_ACTION_POINTER_DOWN) { g_FingerCount++; g_Touch.down = true; } else if (action_mask == AMOTION_EVENT_ACTION_UP || action_mask == AMOTION_EVENT_ACTION_POINTER_UP || action_mask == AMOTION_EVENT_ACTION_CANCEL) { g_FingerCount--; if (g_FingerCount <= 0) { g_Touch.down = false; g_FingerCount = 0; } } // 始终用当前触摸事件提供的最主要手指坐标(简化处理,若需跟踪特定手指可扩展) g_Touch.x = finalX; g_Touch.y = finalY; } } // ========================= Hook 函数 ========================= /** * Hook InputConsumer::consume * 此函数在输入线程中被调用,需要尽快返回,不能做耗时操作 */ int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) { int res = old_consume(a, b, c, d, e, f); if (res == 0 && f && *f) { handle_android_event((AInputEvent*)*f); } return res; } /** * Hook eglSwapBuffers – 渲染主线程,绘制 ImGui 菜单 */ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { // 获取渲染区域尺寸(物理像素) EGLint w = 0, h = 0; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); if (w <= 0 || h <= 0) { return old_eglSwapBuffers(dpy, surface); } // 更新渲染尺寸(线程安全读取) { std::lock_guard lock(g_TouchMutex); g_Touch.renderW = (float)w; g_Touch.renderH = (float)h; } // 初始化 ImGui(只执行一次,OpenGL 上下文已激活) if (!g_ImGuiInitialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); // 根据屏幕高度动态调整 UI 大小 float baseScale = (float)h / 1080.0f; // 以 1080p 为基准 if (baseScale < 1.0f) baseScale = 1.0f; ImGui::GetStyle().ScaleAllSizes(2.5f * baseScale); ImGui::GetIO().FontGlobalScale = 2.5f * baseScale; g_ImGuiInitialized = true; LOGI("ImGui initialized, render size: %dx%d", w, h); } // 获取当前触摸数据(线程安全拷贝) float touchX, touchY, renderW, renderH; bool touchDown; { std::lock_guard lock(g_TouchMutex); touchX = g_Touch.x; touchY = g_Touch.y; touchDown = g_Touch.down; renderW = g_Touch.renderW; renderH = g_Touch.renderH; } ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(renderW, renderH); io.MousePos = ImVec2(touchX, touchY); io.MouseDown[0] = touchDown; // 开始新帧 ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); // 调试:在手指位置画一个圆点(绿色表示按下,红色表示未按下但显示位置) if (touchDown) { ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 180)); } else { ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 180), 0, 2.0f); } // ==================== 绘制主菜单 ==================== ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(renderW * 0.7f, renderH * 0.6f), ImGuiCond_FirstUseEver); if (ImGui::Begin("Perfect Menu", nullptr, ImGuiWindowFlags_NoCollapse)) { // 状态显示 ImGui::Text("Render Area: %.0f x %.0f", renderW, renderH); ImGui::Text("Touch Pos: (%.1f, %.1f) %s", touchX, touchY, touchDown ? "[DOWN]" : "[UP]"); // 校准信息 { std::lock_guard lock(g_TouchMutex); ImGui::Text("Auto Offset: (%.1f, %.1f) Calibrated: %s", g_Touch.windowOffsetX, g_Touch.windowOffsetY, g_Touch.calibrated ? "Yes" : "No"); } ImGui::Separator(); // 手动微调偏移(解决极少数设备自动校准不完美的情况) float manualX = 0, manualY = 0; { std::lock_guard lock(g_TouchMutex); manualX = g_Touch.manualOffsetX; manualY = g_Touch.manualOffsetY; } if (ImGui::DragFloat("Manual Offset X", &manualX, 0.5f, -200.0f, 200.0f)) { std::lock_guard lock(g_TouchMutex); g_Touch.manualOffsetX = manualX; } if (ImGui::DragFloat("Manual Offset Y", &manualY, 0.5f, -200.0f, 200.0f)) { std::lock_guard lock(g_TouchMutex); g_Touch.manualOffsetY = manualY; } ImGui::Separator(); if (ImGui::Button("Reset Menu Position", ImVec2(-1, 60))) { ImGui::SetWindowPos(ImVec2(100, 100)); } if (ImGui::Button("Recalibrate (Touch screen now)", ImVec2(-1, 60))) { std::lock_guard lock(g_TouchMutex); g_Touch.calibrated = false; // 下次触摸时会重新校准 g_FingerCount = 0; g_Touch.down = false; LOGI("Recalibration requested, next touch will reset offset."); } ImGui::Separator(); // 你的功能示例 static bool featureEsp = true; ImGui::Checkbox("ESP Players", &featureEsp); static float aimFov = 30.0f; ImGui::SliderFloat("Aim FOV", &aimFov, 0.0f, 180.0f); ImGui::End(); } // 渲染 ImGui ImGui::Render(); GLint last_depth; glGetIntegerv(GL_DEPTH_TEST, &last_depth); glDisable(GL_DEPTH_TEST); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); if (last_depth) glEnable(GL_DEPTH_TEST); return old_eglSwapBuffers(dpy, surface); } // ========================= 初始化线程 ========================= void* init_thread(void*) { sleep(5); // 等待目标进程完全启动 // 1. 获取 libandroid.so 中的 Raw 坐标函数 void* libandroid = dlopen("libandroid.so", RTLD_NOW); if (libandroid) { g_getRawX = (p_AMotionEvent_getRawX)dlsym(libandroid, "AMotionEvent_getRawX"); g_getRawY = (p_AMotionEvent_getRawY)dlsym(libandroid, "AMotionEvent_getRawY"); if (!g_getRawX || !g_getRawY) { LOGE("Failed to get AMotionEvent_getRawX/Y, will use window coordinates only (may be inaccurate)"); } else { LOGI("Raw coordinate functions acquired"); } } else { LOGE("libandroid.so not found, raw coordinates unavailable"); } // 2. Hook eglSwapBuffers(渲染) void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (sym_egl) { DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); LOGI("Hooked eglSwapBuffers"); } else { LOGE("eglSwapBuffers not found"); } // 3. Hook InputConsumer::consume(输入) // 符号名来自 libinput.so,可能需要根据 Android 版本调整 void* consume_addr = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); if (consume_addr) { DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume); LOGI("Hooked InputConsumer::consume"); } else { LOGE("InputConsumer::consume not found, touch input may not work"); } return nullptr; } // ========================= 入口点 ========================= __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }