#include #include #include #include #include "imgui.h" #include "imgui_impl_android.h" #include "imgui_impl_opengl3.h" #include "dobby.h" #include #include #define LOG_TAG "AndKitty_Menu" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__) #define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, 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; struct TouchState { float x, y; bool down; // 用于简单去抖或日志 int frameCounter; } g_Touch = {0, 0, false, 0}; // --- 原函数指针 --- typedef int32_t (*p_getPointerId)(const AInputEvent* motion_event, size_t pointer_index); static p_getPointerId old_getPointerId = nullptr; typedef float (*p_getRawX)(const AInputEvent* motion_event, size_t pointer_index); static p_getRawX old_getRawX = nullptr; typedef float (*p_getRawY)(const AInputEvent* motion_event, size_t pointer_index); static p_getRawY old_getRawY = nullptr; typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface); static p_eglSwapBuffers old_eglSwapBuffers = nullptr; // --------------------------------------------------------------------- // 真正实时更新坐标和触摸状态的 Hook 函数 // --------------------------------------------------------------------- // 辅助函数:从事件中提取动作并更新 down 状态 static void UpdateTouchFromEvent(const AInputEvent* event, size_t pointer_index) { if (!event || AInputEvent_getType(event) != AINPUT_EVENT_TYPE_MOTION) return; int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK; int32_t pointerId = AMotionEvent_getPointerId(event, pointer_index); // 简单起见,只跟踪第一个手指 (pointer_index == 0) // 如果游戏使用多指,可以根据需要扩展 if (pointer_index == 0) { if (action == AMOTION_EVENT_ACTION_DOWN || action == AMOTION_EVENT_ACTION_POINTER_DOWN) { g_Touch.down = true; } else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_POINTER_UP || action == AMOTION_EVENT_ACTION_CANCEL) { g_Touch.down = false; } // MOVE 事件时保持 down 状态不变(已经为 true) } } // Hook getRawX: 每次游戏获取 X 坐标时更新 x 和触摸状态 float hook_getRawX(const AInputEvent* event, size_t index) { if (event && old_getRawX) { // 先获取原始 X 坐标 float x = old_getRawX(event, index); // 更新全局触摸坐标 g_Touch.x = x; // 更新触摸状态(down/up) UpdateTouchFromEvent(event, index); return x; } return 0.0f; } // Hook getRawY: 每次游戏获取 Y 坐标时更新 y float hook_getRawY(const AInputEvent* event, size_t index) { if (event && old_getRawY) { float y = old_getRawY(event, index); g_Touch.y = y; // 再次更新状态(可选,和上面重复但无害) UpdateTouchFromEvent(event, index); return y; } return 0.0f; } // 保留对 getPointerId 的 Hook,但只转发调用,不再更新坐标(避免重复) int32_t hook_getPointerId(const AInputEvent* event, size_t index) { // 简单转发,不做额外处理 return old_getPointerId ? old_getPointerId(event, index) : 0; } // --------------------------------------------------------------------- // 渲染 Hook // --------------------------------------------------------------------- EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { // 获取屏幕尺寸(仅一次或尺寸改变时更新) if (g_Width <= 0 || g_Height <= 0) { EGLint w, h; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); eglQuerySurface(dpy, surface, EGL_HEIGHT, &h); g_Width = (float)w; g_Height = (float)h; LOGI("Screen size: %.0f x %.0f", g_Width, g_Height); } // 初始化 ImGui(只一次) if (!g_Initialized) { ImGui::CreateContext(); ImGui_ImplOpenGL3_Init("#version 300 es"); // 可选:调整样式以适应触摸屏 ImGui::GetStyle().TouchPadding = ImVec2(10, 10); ImGui::GetStyle().ScaleAllSizes(2.5f); g_Initialized = true; LOGI("ImGui initialized"); } // 开始 ImGui 帧 ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame(); // 更新 ImGui IO 的鼠标输入 ImGuiIO& io = ImGui::GetIO(); io.DisplaySize = ImVec2(g_Width, g_Height); io.MousePos = ImVec2(g_Touch.x, g_Touch.y); io.MouseDown[0] = g_Touch.down; // 可选:打印调试信息(每 120 帧打印一次,避免刷屏) if (g_Touch.frameCounter++ % 120 == 0) { LOGI("Touch: (%.1f, %.1f) down=%d", g_Touch.x, g_Touch.y, g_Touch.down); } // 绘制菜单 if (g_ShowMenu) { ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(50, 50), ImGuiCond_FirstUseEver); if (ImGui::Begin("AndKitty SGame Final", &g_ShowMenu)) { ImGui::Text("Status: Input Hooked (RawX/Y)"); ImGui::Text("Touch Pos: %.1f, %.1f", g_Touch.x, g_Touch.y); ImGui::Text("Touch State: %s", g_Touch.down ? "DOWN" : "UP"); ImGui::Separator(); static bool testFlag = false; ImGui::Checkbox("Function Test", &testFlag); if (ImGui::Button("Hide Menu")) { g_ShowMenu = false; LOGI("Menu hidden by button"); } } ImGui::End(); } else { // 可选:显示一个小的重新打开按钮(例如通过音量键或触摸区域,这里简单通过坐标判断) // 为了演示,添加一个“Show”按钮在左上角(即使菜单关闭也显示一个小区域) // 实际使用时建议用系统按键回调,这里简化处理 ImGui::SetNextWindowSize(ImVec2(100, 50), ImGuiCond_Always); ImGui::SetNextWindowPos(ImVec2(10, 10), ImGuiCond_Always); if (ImGui::Begin("Menu Controller", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) { if (ImGui::Button("Show Menu")) { g_ShowMenu = true; LOGI("Menu shown by button"); } } ImGui::End(); } // 渲染 ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); // 调用原始 eglSwapBuffers return old_eglSwapBuffers(dpy, surface); } // --------------------------------------------------------------------- // 初始化线程 // --------------------------------------------------------------------- void* init_thread(void*) { LOGI("Init thread started"); // 1. Hook eglSwapBuffers(渲染) void* eglFunc = dlsym(RTLD_DEFAULT, "eglSwapBuffers"); if (eglFunc) { DobbyHook(eglFunc, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers); LOGI("Hooked eglSwapBuffers at %p", eglFunc); } else { LOGE("Failed to find eglSwapBuffers"); } // 2. Hook Android 输入函数(关键修复点) void* libandroid = dlopen("libandroid.so", RTLD_NOW); if (libandroid) { // 获取需要 Hook 的函数地址 void* getPointerId = dlsym(libandroid, "AMotionEvent_getPointerId"); void* getRawX = dlsym(libandroid, "AMotionEvent_getRawX"); void* getRawY = dlsym(libandroid, "AMotionEvent_getRawY"); // 如果找不到 RawX/RawY,回退到普通 getX/getY(相对坐标,可能不准) if (!getRawX) { getRawX = dlsym(libandroid, "AMotionEvent_getX"); LOGI("Using AMotionEvent_getX as fallback"); } if (!getRawY) { getRawY = dlsym(libandroid, "AMotionEvent_getY"); LOGI("Using AMotionEvent_getY as fallback"); } // Hook getRawX 和 getRawY(这是实时更新坐标的关键) if (getRawX) { DobbyHook(getRawX, (void*)hook_getRawX, (void**)&old_getRawX); LOGI("Hooked getRawX at %p", getRawX); } else { LOGE("Cannot find getX/getRawX function"); } if (getRawY) { DobbyHook(getRawY, (void*)hook_getRawY, (void**)&old_getRawY); LOGI("Hooked getRawY at %p", getRawY); } else { LOGE("Cannot find getY/getRawY function"); } // Hook getPointerId 保持兼容(可选) if (getPointerId) { DobbyHook(getPointerId, (void*)hook_getPointerId, (void**)&old_getPointerId); LOGI("Hooked getPointerId at %p", getPointerId); } dlclose(libandroid); // 注意:dlclose 可能使 dlsym 返回的地址失效,但 DobbyHook 已复制指令,通常安全。建议不要 dlclose。 // 更安全的做法是不调用 dlclose,保持 libandroid 加载。这里注释掉 dlclose。 // dlclose(libandroid); } else { LOGE("Failed to load libandroid.so"); } LOGI("Init thread finished"); return nullptr; } // --------------------------------------------------------------------- // 入口点(构造函数) // --------------------------------------------------------------------- __attribute__((constructor)) void entry() { pthread_t thread; pthread_create(&thread, nullptr, init_thread, nullptr); pthread_detach(thread); // 让线程自动回收 }