#include #include #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__) // --- 状态存储 --- static bool g_Initialized = false; static bool g_ShowMenu = true; struct { float x, y; bool down; } g_TouchData = {0, 0, false}; // 用于窗口化坐标转换的全局变量 static float g_ScreenScaleX = 1.0f; static float g_ScreenScaleY = 1.0f; static bool g_NeedCalibrate = true; // --- 原函数指针 --- typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; 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; // 解析 MotionEvent 坐标 void handle_motion_event(void* event) { if (!event) return; static auto _getType = (int (*)(void*))dlsym(RTLD_DEFAULT, "AInputEvent_getType"); static auto _getAction = (int (*)(void*))dlsym(RTLD_DEFAULT, "AMotionEvent_getAction"); static auto _getX = (float (*)(void*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getX"); static auto _getY = (float (*)(void*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getY"); if (_getType && _getType(event) == AINPUT_EVENT_TYPE_MOTION) { int action = _getAction(event) & AMOTION_EVENT_ACTION_MASK; float raw_x = _getX(event, 0); float raw_y = _getY(event, 0); if (raw_x >= 0 && raw_y >= 0) { g_TouchData.x = raw_x; g_TouchData.y = raw_y; if (action == AMOTION_EVENT_ACTION_DOWN) g_TouchData.down = true; else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_TouchData.down = false; } } } int hook_InputConsumer_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) { int result = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent); if (result == 0 && outEvent && *outEvent) { handle_motion_event(*outEvent); } return result; } // 渲染钩子 EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { EGLint width, height; eglQuerySurface(dpy, surface, EGL_WIDTH, &width); eglQuerySurface(dpy, surface, EGL_HEIGHT, &height); if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGui::GetStyle().ScaleAllSizes(3.0f); g_Initialized = true; } ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)width, (float)height); // --- 核心修复:动态坐标映射 --- // 逻辑:如果捕获到的坐标 Y (如2128) 大于 渲染高度 (1008) // 说明系统给的是物理全屏坐标。我们需要计算缩放比例。 if (g_TouchData.y > (float)height && g_NeedCalibrate) { // 假设常见手机高度为 2400 左右,这里我们根据第一次点击自动校准 // 也可以手动设置:g_ScreenScaleY = (float)height / 2400.0f; // 更稳妥的做法是:如果超出范围,按当前最高比例缩放 g_ScreenScaleY = (float)height / 2400.0f; // 这里的 2400 是假设值,后续可微调 g_ScreenScaleX = (float)width / 1080.0f; // g_NeedCalibrate = false; } // 如果你发现还是点不准,最简单的暴力解法: // 根据你的截图比例 1008/2128 ≈ 0.47 float mappedX = g_TouchData.x * ((float)width / 1080.0f); // 假设宽1080 float mappedY = g_TouchData.y * ((float)height / 2400.0f); // 假设高2400 // 或者直接使用固定比例(根据你的截图计算所得) // mappedY = g_TouchData.y * 0.473f; // mappedX = g_TouchData.x * 0.594f; // 1426/2400 左右 io.MousePos = ImVec2(mappedX, mappedY); io.MouseDown[0] = g_TouchData.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); if (g_ShowMenu) { ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(width * 0.8f, height * 0.8f), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) { ImGui::Text("Render Size: %d x %d", width, height); ImGui::Text("Raw Touch: %.1f, %.1f", g_TouchData.x, g_TouchData.y); ImGui::Text("Mapped Pos: %.1f, %.1f", mappedX, mappedY); ImGui::Separator(); static float manualScaleX = 0.59f; static float manualScaleY = 0.47f; ImGui::SliderFloat("Scale X", &manualScaleX, 0.1f, 2.0f); ImGui::SliderFloat("Scale Y", &manualScaleY, 0.1f, 2.0f); // 使用滑块实时调整,直到点准为止 io.MousePos = ImVec2(g_TouchData.x * manualScaleX, g_TouchData.y * manualScaleY); ImGui::Separator(); static bool esp = false; ImGui::Checkbox("Enable ESP", &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("Plugin thread started. Waiting 15s..."); sleep(15); void* egl_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (egl_addr) { DobbyHook(egl_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); } const char* consume_sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"; void* consume_addr = DobbySymbolResolver("libinput.so", consume_sym); if (consume_addr) { DobbyHook(consume_addr, (void*)hook_InputConsumer_consume, (void**)&old_consume); LOGI("Input Hook Success."); } return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }