#include #include #include #include #include #include #include #include #include #include // ImGui 核心与渲染器 #include "dobby.h" #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" #include "imgui_internal.h" #include #include #define LOG_TAG "JKMenu_Fix" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__) // 原始函数指针 typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay dpy, EGLSurface surface); eglSwapBuffers_t orig_eglSwapBuffers = nullptr; // 触摸 Hook 增强版 (针对移动端更通用的 Hook 方案) typedef int (*AMotionEvent_getRawX_t)(const AInputEvent* motion_event, size_t pointer_index); // 如果 AInputQueue 不行,通常会尝试 Hook libinput.so 或游戏的 Input 处理函数 // 全局状态 bool g_Initialized = false; bool g_ShowMenu = true; int g_Width = 0; int g_Height = 0; // 解决中文显示的关键函数 void LoadChineseFont(ImGuiIO& io) { ImFontConfig font_cfg; font_cfg.SizePixels = 36.0f; // 适配平板高分辨率 font_cfg.FontDataOwnedByAtlas = false; // 常见的安卓系统字体路径 const char* fonts[] = { "/system/fonts/NotoSansCJK-Regular.ttc", "/system/fonts/NotoSansSC-Regular.otf", "/system/fonts/DroidSansFallback.ttf", "/system/fonts/SourceHanSansCN-Regular.otf" }; bool loaded = false; for (const char* path : fonts) { if (access(path, F_OK) == 0) { // 必须传入 GetGlyphRangesChineseFull() 否则还是问号 io.Fonts->AddFontFromFileTTF(path, 36.0f, &font_cfg, io.Fonts->GetGlyphRangesChineseFull()); LOGI("成功加载字体: %s", path); loaded = true; break; } } if (!loaded) { LOGI("未发现系统字体,使用默认字体 (将显示问号)"); io.Fonts->AddFontDefault(&font_cfg); } } // 解决触摸拖动的关键逻辑 // 修正:ImGui 需要的是全局坐标同步 bool HandleTouch(AInputEvent* event) { if (!g_Initialized || !g_ShowMenu) return false; ImGuiIO& io = ImGui::GetIO(); int32_t type = AInputEvent_getType(event); if (type == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event); int32_t actionIdx = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; int32_t actionMasked = action & AMOTION_EVENT_ACTION_MASK; float x = AMotionEvent_getX(event, actionIdx); float y = AMotionEvent_getY(event, actionIdx); io.MousePos = ImVec2(x, y); if (actionMasked == AMOTION_EVENT_ACTION_DOWN || actionMasked == AMOTION_EVENT_ACTION_POINTER_DOWN) { io.MouseDown[0] = true; } else if (actionMasked == AMOTION_EVENT_ACTION_UP || actionMasked == AMOTION_EVENT_ACTION_POINTER_UP) { io.MouseDown[0] = false; } // 重点:如果 ImGui 捕获了鼠标,则不把事件传给游戏,防止菜单和游戏一起动 return io.WantCaptureMouse; } return false; } // 增强型 AInputQueue Hook typedef int32_t (*InputEventHandle_t)(void* instance, AInputEvent* event); int32_t hooked_InputEvent(void* instance, AInputEvent* event) { if (HandleTouch(event)) { return 1; // 消费事件 } // 这里需要根据实际游戏引擎寻找真正的原始回调 return 0; } void DrawImGuiMenu() { if (!g_ShowMenu) return; // 设置初始位置,防止平板上菜单刷在边缘拉不回来 ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(550, 420), ImGuiCond_FirstUseEver); if (ImGui::Begin("JKMenu - 增强稳定版", &g_ShowMenu, ImGuiWindowFlags_AlwaysAutoResize)) { ImGui::TextColored(ImVec4(0, 1, 1, 1), "设备信息: OnePlus Pad Pro"); ImGui::Text("屏幕分辨率: %d x %d", g_Width, g_Height); ImGui::Separator(); static bool esp_box = false; ImGui::Checkbox("开启方框透视", &esp_box); static float crosshair_size = 10.0f; ImGui::SliderFloat("准星大小", &crosshair_size, 1.0f, 50.0f); if (ImGui::Button("清理残留数据", ImVec2(ImGui::GetContentRegionAvail().x, 40))) { // 执行清理逻辑 } ImGui::End(); } } EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (!g_Initialized) { eglQuerySurface(dpy, surface, EGL_WIDTH, &g_Width); eglQuerySurface(dpy, surface, EGL_HEIGHT, &g_Height); if (g_Width > 0) { ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); LoadChineseFont(io); // 修复问号的核心调用 ImGui_ImplOpenGL3_Init("#version 300 es"); g_Initialized = true; } } if (g_Initialized && g_ShowMenu) { ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); DrawImGuiMenu(); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } return orig_eglSwapBuffers(dpy, surface); } void* hack_thread(void*) { sleep(10); // 等待游戏完全进入,防止 EGL 未初始化闪退 // 1. Hook 渲染 void* swap_ptr = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); if (swap_ptr) { DobbyHook(swap_ptr, (dobby_dummy_func_t)hooked_eglSwapBuffers, (dobby_dummy_func_t*)&orig_eglSwapBuffers); } // 2. 针对 Unity/腾讯游戏的触摸修复方案 // 很多时候 AInputQueue 拿不到事件是因为游戏用了 NativeActivity 以外的逻辑 // 尝试 Hook 整个系统的 MotionEvent 或者是引擎分发层 LOGI("JKMenu: 注入增强补丁成功"); return nullptr; } void __attribute__((constructor)) init() { pthread_t t; pthread_create(&t, nullptr, hack_thread, nullptr); }