mirror of
https://github.com/ocornut/imgui.git
synced 2026-11-06 14:35:51 +01:00
154 lines
5.2 KiB
C++
154 lines
5.2 KiB
C++
#include <pthread.h>
|
||
#include <unistd.h>
|
||
#include <android/log.h>
|
||
#include <android/input.h>
|
||
#include <EGL/egl.h>
|
||
#include <GLES3/gl3.h>
|
||
#include <dlfcn.h>
|
||
#include <string>
|
||
#include "dobby.h"
|
||
#include "imgui.h"
|
||
#include "imgui_impl_android.h"
|
||
#include "imgui_impl_opengl3.h"
|
||
|
||
#define TAG "AndKitty_Menu"
|
||
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
|
||
|
||
static bool g_Initialized = false;
|
||
static bool g_ShowMenu = true;
|
||
|
||
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
|
||
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
|
||
|
||
// --- 触摸同步逻辑 ---
|
||
|
||
void SyncImGuiInput(AInputEvent* event) {
|
||
if (!g_Initialized || !g_ShowMenu) return;
|
||
|
||
ImGuiIO& io = ImGui::GetIO();
|
||
int32_t type = AInputEvent_getType(event);
|
||
|
||
if (type == AINPUT_EVENT_TYPE_MOTION) {
|
||
int32_t action = AMotionEvent_getAction(event);
|
||
int32_t action_code = action & AMOTION_EVENT_ACTION_MASK;
|
||
|
||
float x = AMotionEvent_getX(event, 0);
|
||
float y = AMotionEvent_getY(event, 0);
|
||
io.MousePos = ImVec2(x, y);
|
||
|
||
if (action_code == AMOTION_EVENT_ACTION_DOWN || action_code == AMOTION_EVENT_ACTION_POINTER_DOWN) {
|
||
io.MouseDown[0] = true;
|
||
} else if (action_code == AMOTION_EVENT_ACTION_UP || action_code == AMOTION_EVENT_ACTION_POINTER_UP || action_code == AMOTION_EVENT_ACTION_CANCEL) {
|
||
io.MouseDown[0] = false;
|
||
}
|
||
}
|
||
}
|
||
|
||
// --- Hook 1: AInputQueue (通用入口) ---
|
||
typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent);
|
||
static p_AInputQueue_getEvent old_AInputQueue_getEvent = nullptr;
|
||
|
||
int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) {
|
||
int32_t res = old_AInputQueue_getEvent(queue, outEvent);
|
||
if (res >= 0 && outEvent && *outEvent) {
|
||
SyncImGuiInput(*outEvent);
|
||
}
|
||
return res;
|
||
}
|
||
|
||
// --- Hook 2: 直接 Hook AMotionEvent 获取函数 (防止 libunity.so 绕过 Queue) ---
|
||
typedef float (*p_AMotionEvent_getX)(const AInputEvent* motion_event, size_t pointer_index);
|
||
static p_AMotionEvent_getX old_getX = nullptr;
|
||
|
||
float hook_AMotionEvent_getX(const AInputEvent* motion_event, size_t pointer_index) {
|
||
float x = old_getX(motion_event, pointer_index);
|
||
if (g_ShowMenu && g_Initialized && pointer_index == 0) {
|
||
ImGui::GetIO().MousePos.x = x;
|
||
}
|
||
return x;
|
||
}
|
||
|
||
// 渲染钩子
|
||
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
|
||
if (!g_Initialized) {
|
||
EGLint width, height;
|
||
eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
|
||
eglQuerySurface(dpy, surface, EGL_HEIGHT, &height);
|
||
|
||
ImGui::CreateContext();
|
||
ImGuiIO& io = ImGui::GetIO();
|
||
io.DisplaySize = ImVec2((float)width, (float)height);
|
||
|
||
float scale = (float)width / 1920.0f;
|
||
ImGui::GetStyle().ScaleAllSizes(scale > 1.2f ? scale : 1.2f);
|
||
|
||
ImGui_ImplOpenGL3_Init("#version 300 es");
|
||
g_Initialized = true;
|
||
LOGI("ImGui Initialized for Unity SGame: %d x %d", width, height);
|
||
}
|
||
|
||
if (g_ShowMenu) {
|
||
ImGui_ImplOpenGL3_NewFrame();
|
||
ImGui::NewFrame();
|
||
|
||
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
|
||
ImGui::SetNextWindowSize(ImVec2(550, 400), ImGuiCond_FirstUseEver);
|
||
|
||
// 确保没有任何禁止移动的 Flag
|
||
if (ImGui::Begin("AndKitty SGame Unity", &g_ShowMenu)) {
|
||
ImGui::TextColored(ImVec4(0, 1, 1, 1), "Module: libunity.so Context");
|
||
ImGui::Separator();
|
||
|
||
static bool esp = false;
|
||
ImGui::Checkbox("ESP Enable", &esp);
|
||
|
||
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("Waiting for libunity.so and libandroid.so...");
|
||
|
||
// 循环等待 libunity.so 加载完成,这对 Unity 游戏很重要
|
||
while (true) {
|
||
if (dlsym(RTLD_DEFAULT, "eglSwapBuffers") && dlopen("libunity.so", RTLD_NOLOAD)) {
|
||
break;
|
||
}
|
||
usleep(500000);
|
||
}
|
||
sleep(5); // 额外等待确保引擎初始化
|
||
|
||
// 1. Hook 渲染
|
||
void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
|
||
DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
|
||
|
||
// 2. Hook 系统输入队列 (通用)
|
||
void* input_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent");
|
||
if (input_addr) {
|
||
DobbyHook(input_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_AInputQueue_getEvent);
|
||
}
|
||
|
||
// 3. 针对 Unity 的“强制同步”:Hook AMotionEvent_getX
|
||
// 很多版本的 Unity 直接调用这个函数获取坐标,Hook 这里可以强行同步 ImGui 坐标
|
||
void* getx_addr = dlsym(RTLD_DEFAULT, "AMotionEvent_getX");
|
||
if (getx_addr) {
|
||
LOGI("Hooking AMotionEvent_getX for Unity focus...");
|
||
DobbyHook(getx_addr, (void*)hook_AMotionEvent_getX, (void**)&old_getX);
|
||
}
|
||
|
||
LOGI("Unity SGame Hooks Ready.");
|
||
return nullptr;
|
||
}
|
||
|
||
__attribute__((constructor)) void init_plugin() {
|
||
pthread_t t;
|
||
pthread_create(&t, nullptr, init_thread, nullptr);
|
||
}
|