#include #include #include #include #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" #include "dobby.h" #include #include #include #define LOG_TAG "AndKitty_Menu" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__) // --- 全局状态 --- static bool g_Initialized = false; static bool g_ShowMenu = true; static float g_Width = 0, g_Height = 0; // --- 原函数指针 --- typedef int (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** out_event); static p_AInputQueue_getEvent old_getEvent = nullptr; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // --- 【核心】GitHub 常用:ImGui 官方 Android 事件处理逻辑 --- // 这种方式不需要手动写坐标,直接把 Android 原生事件丢给 ImGui int hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** out_event) { int res = old_getEvent(queue, out_event); if (res >= 0 && g_ShowMenu && out_event && *out_event) { // 调用 ImGui 内部的 Android 处理函数 (需要保证 ImGui 已初始化) if (g_Initialized) { ImGui_ImplAndroid_HandleInputEvent(*out_event); } // 可选:如果触摸在菜单内,返回 1 消耗掉事件,让游戏收不到点击 /* ImGuiIO& io = ImGui::GetIO(); if (io.WantCaptureMouse) { // 注意:某些游戏拦截事件会导致摇杆卡死,初次建议不拦截 } */ } return res; } // --- 渲染逻辑 --- EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { if (g_Width <= 0) { EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); g_Width = (float)w; g_Height = (float)h; } if (!g_Initialized) { ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); // 关键:告诉 ImGui 屏幕尺寸 io.DisplaySize = ImVec2(g_Width, g_Height); ImGui_ImplOpenGL3_Init("#version 300 es"); // 设置样式 ImGui::StyleColorsDark(); ImGui::GetStyle().ScaleAllSizes(3.0f); g_Initialized = true; LOGI("ImGui Full Init Success: %.fx%.f", g_Width, g_Height); } ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); if (g_ShowMenu) { // 设置窗口位置和大小 ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(600, 450), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty SGame Ultimate", &g_ShowMenu)) { ImGui::TextColored(ImVec4(0, 1, 1, 1), "Input: AInputQueue + HandleEvent"); ImGui::Separator(); ImGuiIO& io = ImGui::GetIO(); ImGui::Text("Mouse Pos: %.1f, %.1f", io.MousePos.x, io.MousePos.y); ImGui::Text("WantCapture: %s", io.WantCaptureMouse ? "YES" : "NO"); ImGui::Separator(); static bool esp = false; ImGui::Checkbox("Enable ESP", &esp); static int radius = 50; ImGui::SliderInt("Range", &radius, 10, 200); 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*) { LOGI("Applying Source-Level Input Strategy..."); // 1. Hook SwapBuffers void* egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); // 2. Hook AInputQueue_getEvent // 这是 Android 系统的“咽喉”,所有事件都会流经这里 void* libandroid = dlopen("libandroid.so", RTLD_NOW); if (libandroid) { void* getEvent = dlsym(libandroid, "AInputQueue_getEvent"); if (getEvent) { DobbyHook(getEvent, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent); LOGI("AInputQueue Hooked Successfully."); } } return nullptr; } __attribute__((constructor)) void entry() { pthread_t t; pthread_create(&t, nullptr, init_thread, nullptr); }