#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; // 存储触摸信息与 Frida 测得的比例 struct { float x, y; bool down; // 基于 Frida 测量值:Logic Width 2802 / Render Width 1426 ≈ 1.965 (反向即 0.5089) float scaleX = 0.5089f; float scaleY = 0.5089f; float offsetX = 0.0f; float offsetY = 0.0f; float lastLocalX, lastLocalY; } g_Touch = {0, 0, false}; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // 统一处理触摸事件 void handle_android_event(AInputEvent* event) { if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; float lx = AMotionEvent_getX(event, 0); float ly = AMotionEvent_getY(event, 0); g_Touch.lastLocalX = lx; g_Touch.lastLocalY = ly; // 应用比例转换 g_Touch.x = (lx * g_Touch.scaleX) + g_Touch.offsetX; g_Touch.y = (ly * g_Touch.scaleY) + g_Touch.offsetY; if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down = true; else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down = false; } } // 挂钩底层的 InputConsumer 以获取最准确的输入流 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; 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; } // 渲染钩子函数 EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { EGLint width, height; eglQuerySurface(dpy, surface, EGL_WIDTH, &width); eglQuerySurface(dpy, surface, EGL_HEIGHT, &height); if (width <= 0 || height <= 0) return old_eglSwapBuffers(dpy, surface); if (!g_Initialized) { LOGI("Successfully Entered Hook! Display: %d x %d", width, height); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGui::StyleColorsDark(); // 针对高分屏调整尺寸 ImGui::GetStyle().ScaleAllSizes(3.0f); io.FontGlobalScale = 3.0f; g_Initialized = true; } ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)width, (float)height); io.MousePos = ImVec2(g_Touch.x, g_Touch.y); io.MouseDown[0] = g_Touch.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); // 绘制调试红点,确认触摸是否对齐 if (g_Touch.down) { ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 255)); } if (g_ShowMenu) { ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(800, 600), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty SGame Menu", &g_ShowMenu)) { ImGui::TextColored(ImVec4(0, 1, 0, 1), "Status: ACTIVE (Frida Swapped)"); ImGui::Text("Logic Pos: %.1f, %.1f", g_Touch.lastLocalX, g_Touch.lastLocalY); ImGui::Text("Render Pos: %.1f, %.1f", g_Touch.x, g_Touch.y); ImGui::Separator(); // 在这里微调比例 ImGui::SliderFloat("Scale X", &g_Touch.scaleX, 0.3f, 1.0f, "%.4f"); ImGui::SliderFloat("Offset X", &g_Touch.offsetX, -100.0f, 100.0f, "%.1f"); if (ImGui::Button("Reset Position", ImVec2(-1, 80))) { ImGui::SetWindowPos(ImVec2(100, 100)); } if (ImGui::Button("Hide Menu", ImVec2(-1, 80))) g_ShowMenu = false; } ImGui::End(); } else { // 隐藏后点左上角恢复 ImGui::GetForegroundDrawList()->AddCircleFilled(ImVec2(50, 50), 30.0f, IM_COL32(0, 255, 0, 150)); if (g_Touch.down && g_Touch.x < 100 && g_Touch.y < 100) g_ShowMenu = true; } ImGui::Render(); // 渲染保护:防止被游戏深度缓冲区遮挡 GLint last_depth_test; glGetIntegerv(GL_DEPTH_TEST, &last_depth_test); glDisable(GL_DEPTH_TEST); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); if (last_depth_test) glEnable(GL_DEPTH_TEST); return old_eglSwapBuffers(dpy, surface); } void* init_thread(void*) { LOGI("Step 1: Thread Started, sleeping 20s for SGame..."); sleep(20); // 1. Hook 渲染 void* sym_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (sym_addr) { DobbyHook(sym_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); LOGI("Step 2: eglSwapBuffers Hooked!"); } // 2. Hook 底层输入 (解决坐标不准的核心) const char* consume_sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"; void* consume_addr = DobbySymbolResolver("libinput.so", consume_sym); if (consume_addr) { DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume); LOGI("Step 3: InputConsumer Hooked!"); } return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }