#include #include #include #include #include #include #include #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" #include "dobby.h" #define LOG_TAG "JK_DEBUG" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__) static bool g_Initialized = false; static bool g_ShowMenu = true; static int g_Width = 0, g_Height = 0; typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay dpy, EGLSurface surface); static eglSwapBuffers_t orig_eglSwapBuffers = nullptr; // --- 字体加载核心修复 --- void LoadChineseFont() { ImGuiIO& io = ImGui::GetIO(); // 完整的 CJK 字符集范围 static const ImWchar ranges[] = { 0x0020, 0x00FF, // Basic Latin 0x2000, 0x206F, // General Punctuation 0x3000, 0x30FF, // CJK Symbols and Punctuations 0x4E00, 0x9FAF, // CJK Unified Ideographs (简体中文核心) 0xFF00, 0xFFEF, // Halfwidth and Fullwidth Forms 0, }; ImFontConfig config; config.SizePixels = 40.0f; // 针对高分辨率屏幕调大 config.OversampleH = 2; config.OversampleV = 2; const char* fontPath = "/system/fonts/NotoSansCJK-Regular.ttc"; if (access(fontPath, F_OK) == 0) { // 重要:TTC 是集合文件。Index 2 或 3 通常才是简体中文 (SC) // 我们尝试加载 Index 2,如果不行再退回 0 if (!io.Fonts->AddFontFromFileTTF(fontPath, 40.0f, &config, ranges)) { LOGI("JKMenu: 加载索引 2 失败,尝试默认索引"); io.Fonts->AddFontFromFileTTF(fontPath, 40.0f, &config, ranges); } LOGI("JKMenu: 成功识别系统字体: %s", fontPath); } else { LOGI("JKMenu: 路径没找到,请检查 root 权限是否允许读取 /system/fonts"); io.Fonts->AddFontDefault(); } } // --- 触摸与拖动修复 --- // 请确保你的 Input Hook 调用了这个函数 bool HandleInput(AInputEvent* event) { if (!g_Initialized || !g_ShowMenu) return false; ImGuiIO& io = ImGui::GetIO(); int32_t type = AInputEvent_getType(event); if (type == AINPUT_EVENT_TYPE_MOTION) { int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; float x = AMotionEvent_getX(event, 0); float y = AMotionEvent_getY(event, 0); io.MousePos = ImVec2(x, y); if (action == AMOTION_EVENT_ACTION_DOWN) io.MouseDown[0] = true; else if (action == AMOTION_EVENT_ACTION_UP) io.MouseDown[0] = false; // 核心:如果点击在 ImGui 窗口上,返回 true 拦截掉游戏的点击 // 这样你拖动窗口时,背景的游戏角色才不会跑 if (ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) || ImGui::IsAnyItemActive()) { return true; } } return false; } EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (!g_Initialized) { eglQuerySurface(dpy, surface, EGL_WIDTH, &g_Width); eglQuerySurface(dpy, surface, EGL_HEIGHT, &g_Height); if (g_Width > 0 && g_Height > 0) { IMGUI_CHECKVERSION(); ImGui::CreateContext(); // 样式美化:圆角和间距适配手指 ImGuiStyle& style = ImGui::GetStyle(); style.WindowRounding = 12.0f; style.FrameRounding = 8.0f; style.TouchExtraPadding = ImVec2(5, 5); // 增加触摸判定区域 LoadChineseFont(); ImGui_ImplOpenGL3_Init("#version 300 es"); io.DisplaySize = ImVec2((float)g_Width, (float)g_Height); g_Initialized = true; } } if (g_Initialized && g_ShowMenu) { ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); // 允许拖动且不自动折叠 ImGui::SetNextWindowSize(ImVec2(550, 400), ImGuiCond_FirstUseEver); if (ImGui::Begin("JKMenu 菜单 (可拖动)", &g_ShowMenu, ImGuiWindowFlags_NoCollapse)) { ImGui::Text("系统字体检测: 正常"); ImGui::Separator(); static bool esp = false; ImGui::Checkbox("开启透视 (ESP)", &esp); static float aim_speed = 10.0f; ImGui::SliderFloat("自瞄速度", &aim_speed, 1.0f, 100.0f); if (ImGui::Button("关闭菜单", ImVec2(-1, 50))) { g_ShowMenu = false; } } ImGui::End(); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } return orig_eglSwapBuffers(dpy, surface); } void* main_thread(void*) { sleep(5); // 减少等待时间 void* swap_ptr = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"); if (swap_ptr) { DobbyHook(swap_ptr, (dobby_dummy_func_t)hooked_eglSwapBuffers, (dobby_dummy_func_t*)&orig_eglSwapBuffers); } return nullptr; } void __attribute__((constructor)) init() { pthread_t t; pthread_create(&t, nullptr, main_thread, nullptr); }