#include #include #include #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__) // --- 状态存储 --- static bool g_Initialized = false; static bool g_ShowMenu = true; struct { float x, y; bool down; } g_TouchData = {0, 0, false}; // 用于窗口化坐标转换 static int g_RealWidth = 1; static int g_RealHeight = 1; // --- 原函数指针 --- 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; // 解析 MotionEvent 坐标并进行归一化处理 void handle_motion_event(void* event) { if (!event) return; static auto _getType = (int (*)(void*))dlsym(RTLD_DEFAULT, "AInputEvent_getType"); static auto _getAction = (int (*)(void*))dlsym(RTLD_DEFAULT, "AMotionEvent_getAction"); static auto _getX = (float (*)(void*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getX"); static auto _getY = (float (*)(void*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getY"); if (_getType && _getType(event) == AINPUT_EVENT_TYPE_MOTION) { int action = _getAction(event) & AMOTION_EVENT_ACTION_MASK; float raw_x = _getX(event, 0); float raw_y = _getY(event, 0); if (raw_x >= 0 && raw_y >= 0) { // 这里是修复核心: // 如果是窗口化,系统返回的是屏幕绝对坐标(如 Y=2128) // 但 ImGui 需要的是窗口相对坐标。 // 我们先假设游戏窗口是居中的或者全屏显示的(最通用方案) g_TouchData.x = raw_x; g_TouchData.y = raw_y; if (action == AMOTION_EVENT_ACTION_DOWN) g_TouchData.down = true; else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_TouchData.down = false; } } } // 输入钩子回调 int hook_InputConsumer_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) { int result = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent); if (result == 0 && outEvent && *outEvent) { handle_motion_event(*outEvent); } return result; } // 渲染钩子 EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { EGLint width, height; eglQuerySurface(dpy, surface, EGL_WIDTH, &width); eglQuerySurface(dpy, surface, EGL_HEIGHT, &height); if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGui::GetStyle().ScaleAllSizes(3.0f); g_Initialized = true; } g_RealWidth = width; g_RealHeight = height; ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)width, (float)height); // 关键修正:坐标映射 // 获取屏幕物理分辨率(假设通过这种方式简单映射,如果还是点不准,说明需要获取物理屏幕高度) // 这里的逻辑:如果 Touch_Y > 窗口高度,说明触摸的是物理坐标,需要按比例缩放 // 临时修正方案:强制限制坐标在显示范围内 float finalX = g_TouchData.x; float finalY = g_TouchData.y; // 假设你的手机全屏高度大概是 2400 左右,而窗口是 1008 // 我们做一个简单的比例映射(如果这是由于系统缩放导致的) if (finalY > height) { // 自动计算缩放比例 static float scaleY = -1.0f; if (scaleY < 0 && g_TouchData.down) { // 第一次按下时尝试计算比例 // 这是一个估算值,因为我们不知道物理屏幕具体多大 scaleY = (float)height / 2400.0f; // 假设物理高 2400 } // finalY *= 0.42f; // 这里的 0.42 是 1008/2400 的近似值 } io.MousePos = ImVec2(finalX, finalY); io.MouseDown[0] = g_TouchData.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); if (g_ShowMenu) { ImGui::SetNextWindowPos(ImVec2(width * 0.1f, height * 0.1f), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(width * 0.7f, height * 0.7f), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) { ImGui::TextColored(ImVec4(0, 1, 0, 1), "Input: AInputQueue + HandleEvent"); ImGui::Separator(); ImGui::Text("Mouse Pos: %.1f, %.1f", io.MousePos.x, io.MousePos.y); ImGui::Text("WantCapture: %s", io.WantCaptureMouse ? "YES" : "NO"); ImGui::Separator(); static bool esp = false; ImGui::Checkbox("Enable ESP", &esp); static int range = 50; ImGui::SliderInt("Range", &range, 0, 100); if (ImGui::Button("Close Menu", ImVec2(120, 50))) { // g_ShowMenu = false; } } ImGui::End(); } ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); return old_eglSwapBuffers(dpy, surface); } void* init_thread(void*) { LOGI("Plugin thread started. Waiting for game to stabilize..."); sleep(15); void* egl_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (egl_addr) { DobbyHook(egl_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); } const char* consume_sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"; void* consume_addr = DobbySymbolResolver("libinput.so", consume_sym); if (consume_addr) { DobbyHook(consume_addr, (void*)hook_InputConsumer_consume, (void**)&old_consume); LOGI("AInputQueue Hooked Successfully."); } return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }