#include #include #include #include #include #include #include #include #include #include #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" #include "dobby.h" #include #define LOG_TAG "AndKitty_Menu" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__) // --- 状态与坐标 --- static bool g_Initialized = false; static bool g_ShowMenu = true; static float g_ScreenWidth = 0.0f; static float g_ScreenHeight = 0.0f; // 记录触摸状态 struct { float x; float y; bool down; } g_TouchState = {0.0f, 0.0f, false}; // --- Unity 函数指针 --- typedef bool (*p_GetMouseButton)(int button); static p_GetMouseButton old_GetMouseButton = nullptr; typedef void* (*p_get_mousePosition)(void* outPos); static p_get_mousePosition old_get_mousePosition = nullptr; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // --- Hook 回调 --- bool hook_GetMouseButton(int button) { if (old_GetMouseButton) { bool res = old_GetMouseButton(button); if (button == 0) g_TouchState.down = res; return res; } return false; } void* hook_get_mousePosition(void* outPos) { if (old_get_mousePosition) { void* res = old_get_mousePosition(outPos); if (outPos) { float* pos = (float*)outPos; g_TouchState.x = pos[0]; // 只有拿到屏幕高度后才进行 Y 轴翻转,否则先存原始值 g_TouchState.y = (g_ScreenHeight > 0) ? (g_ScreenHeight - pos[1]) : pos[1]; } return res; } return outPos; } // --- 渲染逻辑 --- EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (g_ScreenWidth <= 0) { EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); g_ScreenWidth = (float)w; g_ScreenHeight = (float)h; } if (!g_Initialized) { ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); // 针对移动端的优化设置 io.IniFilename = nullptr; ImGui::StyleColorsDark(); ImGui_ImplOpenGL3_Init("#version 300 es"); // 字体缩放适配高分屏 ImGui::GetStyle().ScaleAllSizes(3.0f); g_Initialized = true; LOGI("ImGui Render Init Success: %.fx%.f", g_ScreenWidth, g_ScreenHeight); } ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); if (g_ShowMenu) { ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(g_ScreenWidth, g_ScreenHeight); // 关键:强制注入 Unity 捕获的坐标 io.MousePos = ImVec2(g_TouchState.x, g_TouchState.y); io.MouseDown[0] = g_TouchState.down; ImGui::SetNextWindowSize(ImVec2(550, 400), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty SGame Debugger", &g_ShowMenu)) { ImGui::TextColored(ImVec4(0, 1, 0, 1), "Input Mode: Unity Global Hook"); ImGui::Separator(); ImGui::Text("Screen: %.0f x %.0f", g_ScreenWidth, g_ScreenHeight); ImGui::Text("Touch Pos: %.1f, %.1f", g_TouchState.x, g_TouchState.y); ImGui::Text("Touch Status: %s", g_TouchState.down ? "DOWN" : "UP"); ImGui::Separator(); static bool esp = false; ImGui::Checkbox("Enable ESP Line", &esp); if (ImGui::Button("Reset Touch State")) { g_TouchState.down = false; } if (ImGui::Button("Close Menu")) g_ShowMenu = false; } ImGui::End(); } ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); return old_eglSwapBuffers(dpy, surface); } // --- 自动搜索符号并 Hook --- void* init_thread(void*) { LOGI("Plugin thread started. Waiting for libunity.so..."); void* handle = nullptr; while (!handle) { handle = dlopen("libunity.so", RTLD_NOW); if (!handle) usleep(500000); } LOGI("libunity.so found at %p", handle); // 1. Hook SwapBuffers (渲染) void* egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); // 2. 尝试多种可能的 Unity 输入符号 (SGame 特化) // 列表包含常见混淆名和标准名 const char* btn_syms[] = { "_ZN5Unity5Input14GetMouseButtonEi", "UnityInputGetMouseButton", "Input_GetMouseButton", "_ZN11UnityEngine5Input14GetMouseButtonEi" }; const char* pos_syms[] = { "_ZN5Unity5Input17get_mousePositionEv", "UnityInputGetMousePosition", "Input_get_mousePosition", "_ZN11UnityEngine5Input17get_mousePositionEv" }; void* get_btn = nullptr; void* get_pos = nullptr; for (const char* s : btn_syms) { get_btn = dlsym(handle, s); if (get_btn) { LOGI("Found MouseButton Sym: %s", s); break; } } for (const char* s : pos_syms) { get_pos = dlsym(handle, s); if (get_pos) { LOGI("Found MousePosition Sym: %s", s); break; } } if (get_btn) DobbyHook(get_btn, (void*)hook_GetMouseButton, (void**)&old_GetMouseButton); if (get_pos) DobbyHook(get_pos, (void*)hook_get_mousePosition, (void**)&old_get_mousePosition); LOGI("Hooks Final Status - Render: %p, BTN: %p, POS: %p", egl, get_btn, get_pos); return nullptr; } __attribute__((constructor)) void entry() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }