#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; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // --- 触摸处理逻辑 --- // 处理 Android 原始输入事件并同步给 ImGui bool HandleAndroidInput(AInputEvent* event, ImGuiIO& io) { int32_t type = AInputEvent_getType(event); if (type == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; float x = AMotionEvent_getX(event, 0); float y = AMotionEvent_getY(event, 0); io.MousePos = ImVec2(x, y); if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) { io.MouseDown[0] = true; } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP) { io.MouseDown[0] = false; } // 如果点击在 ImGui 窗口上,返回 true 以拦截事件,不传给游戏 return ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) || ImGui::IsAnyItemHovered(); } return false; } // Hook 目标:AInputQueue_getEvent (这是 Android Native 游戏获取触摸的最上层接口) typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent); static p_AInputQueue_getEvent old_getEvent = nullptr; int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) { int32_t res = old_getEvent(queue, outEvent); if (res >= 0 && g_ShowMenu && g_Initialized) { // 将事件发给 ImGui 处理 if (HandleAndroidInput(*outEvent, ImGui::GetIO())) { // 如果 ImGui 消耗了此事件,我们可以在此处对 event 进行 finish 处理 // 但为了稳定性,通常我们只同步坐标而不完全拦截,或者根据需要返回 } } return res; } // 渲染钩子 EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (!g_Initialized) { LOGI("Initializing ImGui for SGame..."); 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); // 针对王者高分辨率屏优化缩放 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 Render Initialized: %d x %d", width, height); } if (g_ShowMenu) { ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(550, 380), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty Menu (SGame)", &g_ShowMenu)) { ImGui::TextColored(ImVec4(0, 1, 0, 1), "Touch Status: Hooked"); ImGui::Separator(); static bool esp_line = false; ImGui::Checkbox("ESP Line", &esp_line); static float f_val = 0.5f; ImGui::SliderFloat("FOV", &f_val, 0.0f, 1.0f); if (ImGui::Button("Hide 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: Waiting 10s for SGame environment..."); sleep(10); // 1. Hook 渲染 void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (swap_addr) { LOGI("Hooking eglSwapBuffers..."); DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); } // 2. Hook 输入 (针对王者荣耀这种 Native 架构) void* getEvent_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent"); if (getEvent_addr) { LOGI("Hooking AInputQueue_getEvent for Touch..."); DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent); } else { // 备选方案:尝试从 libandroid.so 加载 void* h_android = dlopen("libandroid.so", RTLD_NOW); if (h_android) { getEvent_addr = dlsym(h_android, "AInputQueue_getEvent"); if (getEvent_addr) { DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent); } } } LOGI("Hooking Process Completed. Ready for SGame."); return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }