#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 "MT_Drive" static bool g_Initialized = false; // --- MT 专用可视化校准结构 --- struct { // 系统底层的真实数据 float rawX = 0.0f; float rawY = 0.0f; // 映射到 ImGui 的数据 float mappedX = 0.0f; float mappedY = 0.0f; bool down = false; float renderW = 0.0f; float renderH = 0.0f; // 校准参数 (默认 1:1) float scaleX = 1.0f; float scaleY = 1.0f; float offsetX = 0.0f; float offsetY = 0.0f; } g_Touch; 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; void handle_android_event(AInputEvent* event) { if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; // 1. 获取系统传来的绝对生肉坐标 float currentRawX = AMotionEvent_getX(event, 0); float currentRawY = AMotionEvent_getY(event, 0); g_Touch.rawX = currentRawX; g_Touch.rawY = currentRawY; // 2. 映射公式:(原始 + 偏移) * 缩放 g_Touch.mappedX = (currentRawX + g_Touch.offsetX) * g_Touch.scaleX; g_Touch.mappedY = (currentRawY + g_Touch.offsetY) * g_Touch.scaleY; 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; } } } 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; } EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); if (w <= 0 || h <= 0) return old_eglSwapBuffers(dpy, surface); g_Touch.renderW = (float)w; g_Touch.renderH = (float)h; if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); // 放大 UI 以防看不清或点不到 float uiScale = (float)h / 1000.0f; if (uiScale < 1.0f) uiScale = 1.0f; ImGui::GetStyle().ScaleAllSizes(3.5f * uiScale); ImGui::GetIO().FontGlobalScale = 3.5f * uiScale; g_Initialized = true; } ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH); io.MousePos = ImVec2(g_Touch.mappedX, g_Touch.mappedY); io.MouseDown[0] = g_Touch.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); // 绘制准星(这代表游戏接收到的坐标) if (g_Touch.down) { ImDrawList* draw = ImGui::GetForegroundDrawList(); draw->AddLine(ImVec2(0, g_Touch.mappedY), ImVec2(g_Touch.renderW, g_Touch.mappedY), IM_COL32(0, 255, 0, 255), 3.0f); draw->AddLine(ImVec2(g_Touch.mappedX, 0), ImVec2(g_Touch.mappedX, g_Touch.renderH), IM_COL32(0, 255, 0, 255), 3.0f); draw->AddCircleFilled(ImVec2(g_Touch.mappedX, g_Touch.mappedY), 25.0f, IM_COL32(255, 0, 0, 255)); } // --- 极简调试看板 --- ImGui::SetNextWindowPos(ImVec2(20, 20), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.9f, h * 0.8f), ImGuiCond_FirstUseEver); if (ImGui::Begin("MT Visual Calibration", nullptr, ImGuiWindowFlags_NoCollapse)) { // 第一步展示区:系统原生数据 ImGui::TextColored(ImVec4(1,1,0,1), "【1】看这里获取坐标 (Raw)"); ImGui::Text("系统原坐标 RAW X: %.1f", g_Touch.rawX); ImGui::Text("系统原坐标 RAW Y: %.1f", g_Touch.rawY); ImGui::Separator(); // 大按钮调节区 (防止滑块点不准) ImGui::TextColored(ImVec4(0,1,1,1), "【2】如果不准,用大按键调节"); ImGui::Text("当前 Offset X: %.1f", g_Touch.offsetX); ImVec2 btnSize(140, 90); // 巨大按钮 if (ImGui::Button("-100 X", btnSize)) g_Touch.offsetX -= 100.0f; ImGui::SameLine(); if (ImGui::Button("-10 X", btnSize)) g_Touch.offsetX -= 10.0f; ImGui::SameLine(); if (ImGui::Button("+10 X", btnSize)) g_Touch.offsetX += 10.0f; ImGui::SameLine(); if (ImGui::Button("+100 X", btnSize)) g_Touch.offsetX += 100.0f; ImGui::Text("当前 Offset Y: %.1f", g_Touch.offsetY); if (ImGui::Button("-100 Y", btnSize)) g_Touch.offsetY -= 100.0f; ImGui::SameLine(); if (ImGui::Button("-10 Y", btnSize)) g_Touch.offsetY -= 10.0f; ImGui::SameLine(); if (ImGui::Button("+10 Y", btnSize)) g_Touch.offsetY += 10.0f; ImGui::SameLine(); if (ImGui::Button("+100 Y", btnSize)) g_Touch.offsetY += 100.0f; ImGui::Separator(); ImGui::Text("当前 Scale X: %.3f | Scale Y: %.3f", g_Touch.scaleX, g_Touch.scaleY); if (ImGui::Button("-0.1 SX", btnSize)) g_Touch.scaleX -= 0.1f; ImGui::SameLine(); if (ImGui::Button("+0.1 SX", btnSize)) g_Touch.scaleX += 0.1f; ImGui::SameLine(); if (ImGui::Button("-0.1 SY", btnSize)) g_Touch.scaleX -= 0.1f; ImGui::SameLine(); if (ImGui::Button("+0.1 SY", btnSize)) g_Touch.scaleX += 0.1f; ImGui::Separator(); if (ImGui::Button("重置所有参数 (RESET)", ImVec2(-1, 100))) { g_Touch.offsetX = 0; g_Touch.offsetY = 0; g_Touch.scaleX = 1.0f; g_Touch.scaleY = 1.0f; } ImGui::End(); } 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); } void* init_thread(void*) { sleep(6); void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (sym_egl) DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); void* consume_addr = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); if (consume_addr) DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume); return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }