#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__) static bool g_Initialized = false; static bool g_ShowMenu = true; // 触摸状态全局变量 struct { float x; float y; bool down; int count; } g_TouchData = {0, 0, false, 0}; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // --- 针对 Unity 绕过导出的最强 Hook 方案 --- typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent); static p_AInputQueue_getEvent old_getEvent = nullptr; int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) { int32_t res = old_getEvent(queue, outEvent); if (res >= 0 && outEvent && *outEvent) { AInputEvent* event = *outEvent; int32_t type = AInputEvent_getType(event); if (type == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event); int32_t code = action & AMOTION_EVENT_ACTION_MASK; // 直接在这里调用系统函数读取(即使 Unity 自己不调用,我们可以在 Hook 里主动读) g_TouchData.x = AMotionEvent_getX(event, 0); g_TouchData.y = AMotionEvent_getY(event, 0); if (code == AMOTION_EVENT_ACTION_DOWN || code == AMOTION_EVENT_ACTION_POINTER_DOWN) { g_TouchData.down = true; } else if (code == AMOTION_EVENT_ACTION_UP || code == AMOTION_EVENT_ACTION_POINTER_UP || code == AMOTION_EVENT_ACTION_CANCEL) { g_TouchData.down = false; } g_TouchData.count++; } } return res; } // 渲染钩子 EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (!g_Initialized) { EGLint width, height; eglQuerySurface(dpy, surface, EGL_WIDTH, &width); eglQuerySurface(dpy, surface, EGL_HEIGHT, &height); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)width, (float)height); float scale = (float)width / 1920.0f; ImGui::GetStyle().ScaleAllSizes(scale > 1.2f ? scale : 1.2f); ImGui_ImplOpenGL3_Init("#version 300 es"); g_Initialized = true; LOGI("ImGui Initialized: %d x %d", width, height); } if (g_ShowMenu) { // 【核心】在渲染前强行同步触摸状态 ImGuiIO& io = ImGui::GetIO(); io.MousePos = ImVec2(g_TouchData.x, g_TouchData.y); io.MouseDown[0] = g_TouchData.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty SGame Debugger", &g_ShowMenu)) { ImGui::Text("Captured: %d", g_TouchData.count); ImGui::Text("Pos: %.1f, %.1f", g_TouchData.x, g_TouchData.y); ImGui::Text("Status: %s", g_TouchData.down ? "DOWN" : "UP"); ImGui::Separator(); static bool test = false; ImGui::Checkbox("Test Feature", &test); 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*) { // 既然日志显示 08:57 已经加载了 libunity.so,我们缩短等待 sleep(5); // 1. Hook 渲染 void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (swap_addr) DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); // 2. Hook AInputQueue_getEvent // 它是 Unity 拿事件的总阀门,不管 Unity 内部怎么读,只要它拿了,我们就拦 void* getEvent_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent"); if (!getEvent_addr) { void* h_android = dlopen("libandroid.so", RTLD_NOW); if (h_android) getEvent_addr = dlsym(h_android, "AInputQueue_getEvent"); } if (getEvent_addr) { LOGI("Hooking AInputQueue_getEvent..."); DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent); } LOGI("New Hook Strategy Applied."); return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }