#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; // 存储触摸数据 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 EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // --- 【GitHub 常用方案】直接从 PointerId 入手 --- int32_t hook_getPointerId(const AInputEvent* event, size_t index) { if (g_ShowMenu && event != nullptr) { int type = AInputEvent_getType(event); if (type == AINPUT_EVENT_TYPE_MOTION) { int action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; // 获取手指 0 的位置 float rawX = AMotionEvent_getX(event, 0); float rawY = AMotionEvent_getY(event, 0); // 只有当坐标有效时才更新,防止跳动 if (rawX >= 0 && rawY >= 0) { g_Touch.x = rawX; g_Touch.y = rawY; 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; } } // 如果菜单显示,且触摸在菜单范围内,你可以选择性拦截 (此处暂不拦截以保证游戏操作) } } 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"); // 样式适配 ImGui::StyleColorsDark(); ImGui::GetStyle().ScaleAllSizes(3.0f); g_Initialized = true; LOGI("ImGui Context Ready. Resolution: %.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); // 【核心】将 Hook 到的坐标精准同步给 ImGui io.MousePos = ImVec2(g_Touch.x, g_Touch.y); io.MouseDown[0] = g_Touch.down; ImGui::SetNextWindowSize(ImVec2(600, 400), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty SGame Stable", &g_ShowMenu)) { ImGui::Text("Github Strategy: PointerId Monitoring"); ImGui::Separator(); ImGui::Text("MousePos: %.1f, %.1f", io.MousePos.x, io.MousePos.y); ImGui::Text("IsDown: %s", io.MouseDown[0] ? "True" : "False"); ImGui::Separator(); static float menu_alpha = 0.8f; ImGui::SliderFloat("Menu Alpha", &menu_alpha, 0.1f, 1.0f); if (ImGui::Button("Close Menu")) g_ShowMenu = false; } ImGui::End(); } ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); return old_eglSwapBuffers(dpy, surface); } void* init_thread(void*) { LOGI("Applying Stable Input Hooks..."); // 渲染 void* egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); // 输入: 参考 GitHub 方案,锁定 libandroid.so 中的 AMotionEvent_getPointerId void* libandroid = dlopen("libandroid.so", RTLD_NOW); if (libandroid) { void* getPointerId = dlsym(libandroid, "AMotionEvent_getPointerId"); if (getPointerId) { DobbyHook(getPointerId, (void*)hook_getPointerId, (void**)&old_getPointerId); LOGI("Input Monitoring Active via PointerId"); } } return nullptr; } __attribute__((constructor)) void entry() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }