#include #include #include #include #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" #include "dobby.h" #include #include #define LOG_TAG "AndKitty_Menu" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__) // --- 全局状态 --- static bool g_Initialized = false; static bool g_ShowMenu = true; static float g_Width = 0, g_Height = 0; struct { float x, y; bool down; } g_Touch = {0, 0, false}; // --- 原函数指针 --- typedef int32_t (*p_getPointerId)(const AInputEvent* motion_event, size_t pointer_index); static p_getPointerId old_getPointerId = nullptr; typedef float (*p_getRawX)(const AInputEvent* motion_event, size_t pointer_index); static p_getRawX old_getRawX = nullptr; typedef float (*p_getRawY)(const AInputEvent* motion_event, size_t pointer_index); static p_getRawY old_getRawY = nullptr; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // --- 【核心】多重拦截逻辑 --- // 我们在游戏获取 PointerId 的那一刻,顺便把坐标存下来 int32_t hook_getPointerId(const AInputEvent* event, size_t index) { if (event != nullptr && AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; // 尝试获取原始坐标 if (old_getRawX && old_getRawY) { g_Touch.x = old_getRawX(event, 0); g_Touch.y = old_getRawY(event, 0); } else { g_Touch.x = AMotionEvent_getX(event, 0); g_Touch.y = AMotionEvent_getY(event, 0); } if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) { g_Touch.down = true; } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP || action == AMOTION_EVENT_ACTION_CANCEL) { g_Touch.down = false; } } return old_getPointerId(event, index); } // --- 渲染逻辑 --- EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (g_Width <= 0) { EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); g_Width = (float)w; g_Height = (float)h; } if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGui::GetStyle().ScaleAllSizes(3.0f); g_Initialized = true; LOGI("ImGui Ready: %.fx%.f", g_Width, g_Height); } ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); if (g_ShowMenu) { ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(g_Width, g_Height); // 关键:将拦截到的坐标注入 ImGui io.MousePos = ImVec2(g_Touch.x, g_Touch.y); io.MouseDown[0] = g_Touch.down; ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty SGame Final", &g_ShowMenu)) { ImGui::Text("Status: Input Hooked"); ImGui::Text("Touch Pos: %.1f, %.1f", g_Touch.x, g_Touch.y); ImGui::Text("Action: %s", g_Touch.down ? "DOWN" : "UP"); ImGui::Separator(); static bool test = false; ImGui::Checkbox("Function Test", &test); 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*) { // 1. 渲染 Hook void* egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); // 2. 输入 Hook void* libandroid = dlopen("libandroid.so", RTLD_NOW); if (libandroid) { void* getPointerId = dlsym(libandroid, "AMotionEvent_getPointerId"); void* getRawX = dlsym(libandroid, "AMotionEvent_getRawX"); void* getRawY = dlsym(libandroid, "AMotionEvent_getRawY"); // 如果找不到 getRawX,就找 getX if (!getRawX) getRawX = dlsym(libandroid, "AMotionEvent_getX"); if (!getRawY) getRawY = dlsym(libandroid, "AMotionEvent_getY"); // 我们 Hook 这三个函数,但重点是 getPointerId if (getPointerId) DobbyHook(getPointerId, (void*)hook_getPointerId, (void**)&old_getPointerId); if (getRawX) old_getRawX = (p_getRawX)getRawX; if (getRawY) old_getRawY = (p_getRawY)getRawY; LOGI("Input Hooks Ready: PointerId:%p, RawX:%p", getPointerId, getRawX); } return nullptr; } __attribute__((constructor)) void entry() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }