#include #include #include #include #include #include #include #include #include #include #include #include "dobby.h" // ImGui 核心与 OpenGL3 后端 #include "imgui.h" #include "backends/imgui_impl_opengl3.h" #define TAG "JKMenu_TRACE" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) #define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__) // --- 全局变量 --- bool g_Initialized = false; bool g_ShowMenu = true; int g_FrameCount = 0; EGLBoolean (*old_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface) = nullptr; // 获取模块基址 uintptr_t get_module_base(const char* name) { FILE* fp = fopen("/proc/self/maps", "r"); char line[1024]; uintptr_t base = 0; while (fp && fgets(line, sizeof(line), fp)) { if (strstr(line, name)) { base = (uintptr_t)strtoull(line, NULL, 16); break; } } if (fp) fclose(fp); return base; } // --- 渲染保护与 UI 绘制 --- void DrawImGui(int width, int height) { if (!g_ShowMenu) return; // 1. 保存当前所有可能被 ImGui 改变的 GL 状态 (全量保存) GLint last_program, last_texture, last_array_buffer, last_vao; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vao); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); // 2. ImGui 渲染帧启动 ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); ImGui::SetNextWindowSize(ImVec2(400, 250), ImGuiCond_FirstUseEver); if (ImGui::Begin("JKMenu Render Test", &g_ShowMenu)) { ImGui::Text("Render Status: Active"); ImGui::Text("GL Version: %s", glGetString(GL_VERSION)); ImGui::Separator(); static float f = 0.5f; ImGui::SliderFloat("Alpha Test", &f, 0.0f, 1.0f); if (ImGui::Button("Close Menu")) { g_ShowMenu = false; } } ImGui::End(); // 3. 提交绘制 ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); // 4. 恢复原始状态 glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindVertexArray(last_vao); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); } // --- EGL SwapBuffers Hook --- EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { static bool is_rendering = false; if (is_rendering) return old_eglSwapBuffers(dpy, surface); is_rendering = true; g_FrameCount++; // 初始化逻辑 if (!g_Initialized) { EGLContext ctx = eglGetCurrentContext(); // 降低门槛:只要有 Context 且 帧数 > 10 就可以尝试初始化 if (ctx != EGL_NO_CONTEXT && g_FrameCount > 60) { LOGI("[TRACE] Step 3: Attempting ImGui Init with Context: %p", ctx); IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.IniFilename = nullptr; io.FontGlobalScale = 2.0f; // 适配移动端高分屏 // 优先尝试 300 es,如果失败尝试 nullptr 让后端自动检测 if (ImGui_ImplOpenGL3_Init("#version 300 es")) { g_Initialized = true; LOGI("[TRACE] Step 4: Render Init SUCCESS on Frame %d", g_FrameCount); } else { LOGE("[TRACE] ERROR: ImGui_ImplOpenGL3_Init Failed! GL Error: %d", glGetError()); // 如果 300 失败,清理掉 Context 准备下一帧重试或报错 ImGui::DestroyContext(); } } } if (g_Initialized && g_ShowMenu) { EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); ImGui::GetIO().DisplaySize = ImVec2((float)w, (float)h); DrawImGui(w, h); } is_rendering = false; return old_eglSwapBuffers(dpy, surface); } // --- 初始化线程 --- void* init_thread(void*) { LOGI("[TRACE] Step 1: Plugin Thread Started"); // 等待核心图形库加载 while (!get_module_base("libEGL.so") || !get_module_base("libGLESv3.so")) { usleep(100000); } // 使用 RTLD_DEFAULT 确保拿到的是进程内正在运行的 eglSwapBuffers void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (sym_egl) { DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); LOGI("[TRACE] Step 2: eglSwapBuffers Hooked (Render Only)"); } else { LOGE("[TRACE] FATAL: Could not find eglSwapBuffers symbol!"); } return nullptr; } __attribute__((constructor)) void _init() { pthread_t tid; pthread_create(&tid, nullptr, init_thread, nullptr); pthread_detach(tid); } JNIEXPORT jint JNICALL JNI_OnLoad(JavaVM* vm, void* reserved) { return JNI_VERSION_1_6; }