#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 "Gemma4_Drive" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) static bool g_Initialized = false; // --- Gemma 4.0 核心自适应结构 --- struct { float x, y; bool down; // 渲染表面的实际物理像素尺寸 (由 eglQuerySurface 实时获取) float renderW = 0.0f; float renderH = 0.0f; // 自动对齐监控:物理全屏 vs 窗口内 float autoOffsetX = 0.0f; float autoOffsetY = 0.0f; } g_Touch = {0, 0, false}; // 修复:必须在此声明原始函数指针,防止编译报错 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; // 动态获取安卓底层函数,用于跨设备对齐 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; /** * Gemma 4.0 自动对齐算法: * 1. 放弃所有写死的 2400 或 3392 等数值。 * 2. 信任 InputConsumer 分发的 winX/winY (窗口内坐标)。 * 3. 强制 ImGui 的 DisplaySize 与游戏的渲染 Surface 对齐。 */ void handle_android_event(AInputEvent* event) { if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; // 获取窗口内相对坐标 (分屏模式下系统会自动处理大部分偏移) float winX = AMotionEvent_getX(event, 0); float winY = AMotionEvent_getY(event, 0); // 计算与物理全屏的偏移量 (用于显示调试信息) if (g_getRawX && g_getRawY) { g_Touch.autoOffsetX = g_getRawX(event, 0) - winX; g_Touch.autoOffsetY = g_getRawY(event, 0) - winY; } // 将坐标同步给 ImGui 变量 g_Touch.x = winX; g_Touch.y = winY; 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; } } } // Hook 输入层 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 渲染层 EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); // 渲染尺寸有效性保护 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"); // 根据高度动态适配 UI 大小,解决不同设备 DPI 差异 float uiScale = (float)h / 1080.0f; if (uiScale < 1.0f) uiScale = 1.0f; ImGuiStyle& style = ImGui::GetStyle(); style.ScaleAllSizes(3.0f * uiScale); ImGui::GetIO().FontGlobalScale = 3.0f * uiScale; style.WindowRounding = 10.0f; g_Initialized = true; } ImGuiIO& io = ImGui::GetIO(); // 强制同步渲染区域,这是全对齐的核心逻辑 io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH); io.MousePos = ImVec2(g_Touch.x, g_Touch.y); io.MouseDown[0] = g_Touch.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); // 在指尖绘制绿色探测圈 (如果绿圈准了,菜单就一定准) if (g_Touch.down) { ImGui::GetForegroundDrawList()->AddCircle(io.MousePos, 30.0f, IM_COL32(0, 255, 0, 255), 12, 4.0f); } ImGui::SetNextWindowPos(ImVec2(w * 0.1f, h * 0.1f), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.8f, h * 0.6f), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty Gemma 4.0 Alignment", nullptr, ImGuiWindowFlags_NoCollapse)) { ImGui::Text("Current Surface: %.0f x %.0f", g_Touch.renderW, g_Touch.renderH); ImGui::Text("Window Offset: X:%.1f Y:%.1f", g_Touch.autoOffsetX, g_Touch.autoOffsetY); ImGui::Separator(); ImGui::TextColored(ImVec4(0, 1, 0, 1), "Gemma 4.0 Driver Active"); ImGui::Text("This mode auto-detects split-screen & sidebar."); if (ImGui::Button("Reset Menu Position", ImVec2(-1, 100))) { ImGui::SetWindowPos(ImVec2(50, 50)); } static bool feature_test = true; ImGui::Checkbox("Enable Visual Test", &feature_test); ImGui::End(); } ImGui::Render(); // 渲染前关闭深度测试,防止 UI 被游戏物体遮挡 GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); // 恢复渲染程序,防止干扰游戏 glUseProgram(last_program); return old_eglSwapBuffers(dpy, surface); } void* init_thread(void*) { // 延迟注入,等待游戏 Surface 初始化完毕 sleep(6); // 加载底层坐标获取函数 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"); } // Hook 渲染 (eglSwapBuffers) void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (sym_egl) { DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); } // Hook 输入 (InputConsumer) 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); }