#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 "MT_Drive" static bool g_Initialized = false; // --- MT 专用可视化校准结构 --- struct { float rawX = 0.0f; float rawY = 0.0f; float mappedX = 0.0f; float mappedY = 0.0f; bool down = false; float renderW = 0.0f; float renderH = 0.0f; // 根据你的设备 3392x2400 与 1426x1008 计算出的完美黄金比例 float scaleX = 0.4204f; // 1426 / 3392 float scaleY = 0.4200f; // 1008 / 2400 float offsetX = 0.0f; float offsetY = 0.0f; } g_Touch; 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; void handle_android_event(AInputEvent* event) { if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; float currentRawX = AMotionEvent_getX(event, 0); float currentRawY = AMotionEvent_getY(event, 0); g_Touch.rawX = currentRawX; g_Touch.rawY = currentRawY; // 核心公式修正:先计算比例,再加偏移。 // 这样一来,偏移量的单位就等于屏幕上的实际像素! g_Touch.mappedX = (currentRawX * g_Touch.scaleX) + g_Touch.offsetX; g_Touch.mappedY = (currentRawY * g_Touch.scaleY) + g_Touch.offsetY; if (action == AMOTION_EVENT_ACTION_DOWN) { g_Touch.down = true; } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) { g_Touch.down = false; } } } int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) { int res = old_consume(a, b, c, d, e, f); if (res == 0 && f && *f) { handle_android_event((AInputEvent*)*f); } return res; } EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); if (w <= 0 || h <= 0) return old_eglSwapBuffers(dpy, surface); g_Touch.renderW = (float)w; g_Touch.renderH = (float)h; if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); float uiScale = (float)h / 1000.0f; if (uiScale < 1.0f) uiScale = 1.0f; ImGui::GetStyle().ScaleAllSizes(3.5f * uiScale); ImGui::GetIO().FontGlobalScale = 3.5f * uiScale; g_Initialized = true; } ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH); io.MousePos = ImVec2(g_Touch.mappedX, g_Touch.mappedY); io.MouseDown[0] = g_Touch.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); // 绘制调试十字和红点 if (g_Touch.down) { ImDrawList* draw = ImGui::GetForegroundDrawList(); draw->AddLine(ImVec2(0, g_Touch.mappedY), ImVec2(g_Touch.renderW, g_Touch.mappedY), IM_COL32(0, 255, 0, 200), 3.0f); draw->AddLine(ImVec2(g_Touch.mappedX, 0), ImVec2(g_Touch.mappedX, g_Touch.renderH), IM_COL32(0, 255, 0, 200), 3.0f); draw->AddCircleFilled(ImVec2(g_Touch.mappedX, g_Touch.mappedY), 25.0f, IM_COL32(255, 0, 0, 255)); } ImGui::SetNextWindowPos(ImVec2(20, 20), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.9f, h * 0.8f), ImGuiCond_FirstUseEver); if (ImGui::Begin("MT Visual Calibration", nullptr, ImGuiWindowFlags_NoCollapse)) { ImGui::TextColored(ImVec4(1,1,0,1), "【法则】随手指拖动而距离变化=调Scale | 距离固定偏=调Offset"); ImGui::Text("系统 RAW X: %.1f | Y: %.1f", g_Touch.rawX, g_Touch.rawY); ImGui::Separator(); ImVec2 btnSize(140, 80); // 比例调节区(微调) ImGui::TextColored(ImVec4(0,1,1,1), "【第一步】调比例 (让红点和手指移动速度一样)"); ImGui::Text("Scale X: %.4f", g_Touch.scaleX); if (ImGui::Button("-0.01 SX", btnSize)) g_Touch.scaleX -= 0.01f; ImGui::SameLine(); if (ImGui::Button("+0.01 SX", btnSize)) g_Touch.scaleX += 0.01f; ImGui::SameLine(); if (ImGui::Button("-0.001 SX", btnSize)) g_Touch.scaleX -= 0.001f; ImGui::SameLine(); if (ImGui::Button("+0.001 SX", btnSize)) g_Touch.scaleX += 0.001f; ImGui::Text("Scale Y: %.4f", g_Touch.scaleY); if (ImGui::Button("-0.01 SY", btnSize)) g_Touch.scaleY -= 0.01f; ImGui::SameLine(); if (ImGui::Button("+0.01 SY", btnSize)) g_Touch.scaleY += 0.01f; ImGui::SameLine(); if (ImGui::Button("-0.001 SY", btnSize)) g_Touch.scaleY -= 0.001f; ImGui::SameLine(); if (ImGui::Button("+0.001 SY", btnSize)) g_Touch.scaleY += 0.001f; ImGui::Separator(); // 偏移调节区(单位为像素) ImGui::TextColored(ImVec4(0,1,1,1), "【第二步】调偏移 (让红点对准手指中心)"); ImGui::Text("Offset X: %.1f", g_Touch.offsetX); if (ImGui::Button("-50 X", btnSize)) g_Touch.offsetX -= 50.0f; ImGui::SameLine(); if (ImGui::Button("-10 X", btnSize)) g_Touch.offsetX -= 10.0f; ImGui::SameLine(); if (ImGui::Button("+10 X", btnSize)) g_Touch.offsetX += 10.0f; ImGui::SameLine(); if (ImGui::Button("+50 X", btnSize)) g_Touch.offsetX += 50.0f; ImGui::Text("Offset Y: %.1f", g_Touch.offsetY); if (ImGui::Button("-50 Y", btnSize)) g_Touch.offsetY -= 50.0f; ImGui::SameLine(); if (ImGui::Button("-10 Y", btnSize)) g_Touch.offsetY -= 10.0f; ImGui::SameLine(); if (ImGui::Button("+10 Y", btnSize)) g_Touch.offsetY += 10.0f; ImGui::SameLine(); if (ImGui::Button("+50 Y", btnSize)) g_Touch.offsetY += 50.0f; ImGui::Separator(); if (ImGui::Button("重置默认黄金比例", ImVec2(-1, 100))) { g_Touch.offsetX = 0; g_Touch.offsetY = 0; g_Touch.scaleX = 0.4204f; g_Touch.scaleY = 0.4200f; } ImGui::End(); } ImGui::Render(); GLint last_depth; glGetIntegerv(GL_DEPTH_TEST, &last_depth); glDisable(GL_DEPTH_TEST); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); if (last_depth) glEnable(GL_DEPTH_TEST); return old_eglSwapBuffers(dpy, surface); } void* init_thread(void*) { sleep(6); void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (sym_egl) DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); void* consume_addr = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"); if (consume_addr) DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume); return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }