#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_Fixer" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__) static bool g_Initialized = false; static bool g_ShowMenu = true; // 存储最终计算出的自适应坐标 struct { float x, y; bool down; } g_Touch = {0, 0, false}; 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; // 自适应处理核心函数 void handle_adaptive_event(void* event, float renderW, float renderH) { if (!event) return; static auto _getType = (int (*)(void*))dlsym(RTLD_DEFAULT, "AInputEvent_getType"); static auto _getAction = (int (*)(void*))dlsym(RTLD_DEFAULT, "AMotionEvent_getAction"); // NDK 原生 API static auto _getX = (float (*)(void*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getX"); static auto _getY = (float (*)(void*, size_t))dlsym(RTLD_DEFAULT, "AMotionEvent_getY"); // 尝试获取原始坐标和物理范围 // 在窗口模式下,RawX/Y 通常是屏幕物理像素,而 getX/Y 往往已经被系统转换到了窗口局部坐标 if (_getType && _getType(event) == 1) { // AINPUT_EVENT_TYPE_MOTION int action = _getAction(event) & 0xff; /* * 自适应原理: * 大多数 Android 窗口系统在分发事件给 InputConsumer 时, * 已经将坐标转换为了相对于 Surface 的局部坐标。 * 如果点不准,通常是因为 ImGui 渲染的分辨率与窗口实际 Surface 分辨率不一致。 */ float rawX = _getX(event, 0); float rawY = _getY(event, 0); // 如果你的 dumpsys 显示 Requested w=3392 而 ImGui 是 1426 // 我们需要做一个简单的动态比例缩放 // 这里的 3392.0f 和 2400.0f 是从你 dumpsys 里的 Requested w/h 获取的 float containerW = 3392.0f; float containerH = 2400.0f; g_Touch.x = (rawX / containerW) * renderW; g_Touch.y = (rawY / containerH) * renderH; if (action == 0) g_Touch.down = true; else if (action == 1 || action == 3) 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); // 注意:在这里我们还拿不到渲染窗口的宽高,所以只存下原始事件 // 具体的坐标转换放在 eglSwapBuffers 里实时计算 if (res == 0 && f && *f) { // 传递当前全局事件指针 handle_adaptive_event(*f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y); } 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 (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); ImGui::GetStyle().ScaleAllSizes(3.0f); g_Initialized = true; } ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2((float)w, (float)h); // 应用自适应坐标 io.MousePos = ImVec2(g_Touch.x, g_Touch.y); io.MouseDown[0] = g_Touch.down; ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); if (g_Touch.down) { // 画出红色触控点,用于验证自适应是否成功 ImGui::GetBackgroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(255, 0, 0, 255)); } if (g_ShowMenu) { ImGui::Begin("AndKitty Adaptive Menu", &g_ShowMenu); ImGui::Text("Window Size: %.0f x %.0f", io.DisplaySize.x, io.DisplaySize.y); ImGui::Text("Touch Logic Pos: %.1f, %.1f", g_Touch.x, g_Touch.y); if (ImGui::Button("隐藏菜单", ImVec2(-1, 80))) g_ShowMenu = false; ImGui::End(); } ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); return old_eglSwapBuffers(dpy, surface); } void* init_thread(void*) { sleep(15); void* egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); const char* sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"; void* consume = DobbySymbolResolver("libinput.so", sym); if (consume) DobbyHook(consume, (void*)hook_consume, (void**)&old_consume); return nullptr; } __attribute__((constructor)) void init_plugin() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }