#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_Auto_Drive" static bool g_Initialized = false; // --- 全自动自适应结构 --- 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; // 设备固定的物理分辨率 (从你之前的 wm size 获取) // 只要设备不换,这两个数字永远不用动 float physicalW = 3392.0f; float physicalH = 2400.0f; // 内部计算参数 (自动生成,不再需要手动调) float scaleX = 1.0f; float scaleY = 1.0f; float offsetX = 0.0f; float offsetY = 0.0f; } g_Touch; // 自动定点校准状态机 static bool g_WaitingForTopLeft = 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; 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; if (action == AMOTION_EVENT_ACTION_DOWN) { // --- 一键自动对齐逻辑 --- if (g_WaitingForTopLeft) { // 原理:当手指点击游戏画面真正的左上角时,Mapped坐标应该是 (0,0) // 推出公式:0 = (Raw + Offset) * Scale => Offset = -Raw g_Touch.offsetX = -currentRawX; g_Touch.offsetY = -currentRawY; g_WaitingForTopLeft = false; return; // 吃掉这次点击,防止误触菜单 } g_Touch.down = true; } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) { g_Touch.down = false; } // 核心映射:动态比例 + 自动偏移 g_Touch.mappedX = (currentRawX + g_Touch.offsetX) * g_Touch.scaleX; g_Touch.mappedY = (currentRawY + g_Touch.offsetY) * g_Touch.scaleY; } } 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; // --- 真正的自适应缩放核心 --- // 每一帧自动计算比例,如果你在游戏中途拉动分屏线条,这里会瞬间无缝适应! g_Touch.scaleX = g_Touch.renderW / g_Touch.physicalW; g_Touch.scaleY = g_Touch.renderH / g_Touch.physicalH; 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(); // 绘制自动校准状态提示 ImDrawList* draw = ImGui::GetForegroundDrawList(); if (g_WaitingForTopLeft) { // 全屏半透明黑底 + 红色提示,引导用户点击 draw->AddRectFilled(ImVec2(0, 0), ImVec2(w, h), IM_COL32(0, 0, 0, 150)); draw->AddText(ImGui::GetFont(), ImGui::GetFontSize() * 1.5f, ImVec2(w * 0.1f, h * 0.4f), IM_COL32(255, 50, 50, 255), "【自动校准中】\n请用手指准确点击游戏画面的【最左上角】一次!", NULL, 0.0f); } else if (g_Touch.down) { // 正常点按时的准星 draw->AddLine(ImVec2(0, g_Touch.mappedY), ImVec2(w, g_Touch.mappedY), IM_COL32(0, 255, 0, 150), 2.0f); draw->AddLine(ImVec2(g_Touch.mappedX, 0), ImVec2(g_Touch.mappedX, h), IM_COL32(0, 255, 0, 150), 2.0f); draw->AddCircleFilled(ImVec2(g_Touch.mappedX, g_Touch.mappedY), 20.0f, IM_COL32(255, 0, 0, 255)); } // 菜单界面 ImGui::SetNextWindowPos(ImVec2(20, 20), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(w * 0.8f, h * 0.8f), ImGuiCond_FirstUseEver); if (ImGui::Begin("Auto-Adaptive Menu", nullptr, ImGuiWindowFlags_NoCollapse)) { ImGui::TextColored(ImVec4(0, 1, 1, 1), "★ 全自动适配引擎已启动 ★"); ImGui::Text("Render Res (实时): %.0f x %.0f", g_Touch.renderW, g_Touch.renderH); ImGui::Text("Auto Scale (实时): X=%.4f, Y=%.4f", g_Touch.scaleX, g_Touch.scaleY); ImGui::Separator(); ImGui::TextColored(ImVec4(1, 1, 0, 1), "如果点不准,只需点击下方按钮,"); ImGui::TextColored(ImVec4(1, 1, 0, 1), "然后摸一下游戏【最左上角】即可。"); if (ImGui::Button("🎯 一键自动校准偏移", ImVec2(-1, 120))) { g_WaitingForTopLeft = true; } ImGui::Separator(); ImGui::Text("当前 Offset: X=%.1f, Y=%.1f", g_Touch.offsetX, g_Touch.offsetY); // 预留设备修改接口,如果换手机了,修改这里的物理分辨率即可 if (ImGui::CollapsingHeader("高级设置 (换设备才需要点开)")) { ImGui::Text("设备物理分辨率 (横屏)"); ImGui::DragFloat("Physical W", &g_Touch.physicalW, 1.0f, 1000.0f, 5000.0f); ImGui::DragFloat("Physical H", &g_Touch.physicalH, 1.0f, 1000.0f, 5000.0f); } 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); }