mirror of
https://github.com/ocornut/imgui.git
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184 lines
6.8 KiB
C++
184 lines
6.8 KiB
C++
#include <pthread.h>
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#include <unistd.h>
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#include <android/log.h>
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#include <EGL/egl.h>
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#include <GLES3/gl3.h>
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#include <dlfcn.h>
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#include <android/input.h>
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#include "dobby.h"
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#include "imgui.h"
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#include "imgui_impl_android.h"
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#include "imgui_impl_opengl3.h"
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#define TAG "MT_Drive"
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static bool g_Initialized = false;
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// --- MT 专用可视化校准结构 ---
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struct {
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// 系统底层的真实数据
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float rawX = 0.0f;
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float rawY = 0.0f;
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// 映射到 ImGui 的数据
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float mappedX = 0.0f;
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float mappedY = 0.0f;
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bool down = false;
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float renderW = 0.0f;
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float renderH = 0.0f;
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// 校准参数 (默认 1:1)
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float scaleX = 1.0f;
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float scaleY = 1.0f;
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float offsetX = 0.0f;
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float offsetY = 0.0f;
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} g_Touch;
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
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static p_InputConsumer_consume old_consume = nullptr;
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void handle_android_event(AInputEvent* event) {
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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// 1. 获取系统传来的绝对生肉坐标
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float currentRawX = AMotionEvent_getX(event, 0);
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float currentRawY = AMotionEvent_getY(event, 0);
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g_Touch.rawX = currentRawX;
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g_Touch.rawY = currentRawY;
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// 2. 映射公式:(原始 + 偏移) * 缩放
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g_Touch.mappedX = (currentRawX + g_Touch.offsetX) * g_Touch.scaleX;
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g_Touch.mappedY = (currentRawY + g_Touch.offsetY) * g_Touch.scaleY;
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if (action == AMOTION_EVENT_ACTION_DOWN) {
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g_Touch.down = true;
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} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) {
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g_Touch.down = false;
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}
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}
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}
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int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) {
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int res = old_consume(a, b, c, d, e, f);
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if (res == 0 && f && *f) {
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handle_android_event((AInputEvent*)*f);
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}
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return res;
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}
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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EGLint w, h;
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eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
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eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
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if (w <= 0 || h <= 0) return old_eglSwapBuffers(dpy, surface);
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g_Touch.renderW = (float)w;
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g_Touch.renderH = (float)h;
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if (!g_Initialized) {
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ImGui::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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// 放大 UI 以防看不清或点不到
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float uiScale = (float)h / 1000.0f;
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if (uiScale < 1.0f) uiScale = 1.0f;
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ImGui::GetStyle().ScaleAllSizes(3.5f * uiScale);
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ImGui::GetIO().FontGlobalScale = 3.5f * uiScale;
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g_Initialized = true;
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}
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(g_Touch.renderW, g_Touch.renderH);
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io.MousePos = ImVec2(g_Touch.mappedX, g_Touch.mappedY);
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io.MouseDown[0] = g_Touch.down;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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// 绘制准星(这代表游戏接收到的坐标)
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if (g_Touch.down) {
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ImDrawList* draw = ImGui::GetForegroundDrawList();
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draw->AddLine(ImVec2(0, g_Touch.mappedY), ImVec2(g_Touch.renderW, g_Touch.mappedY), IM_COL32(0, 255, 0, 255), 3.0f);
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draw->AddLine(ImVec2(g_Touch.mappedX, 0), ImVec2(g_Touch.mappedX, g_Touch.renderH), IM_COL32(0, 255, 0, 255), 3.0f);
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draw->AddCircleFilled(ImVec2(g_Touch.mappedX, g_Touch.mappedY), 25.0f, IM_COL32(255, 0, 0, 255));
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}
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// --- 极简调试看板 ---
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ImGui::SetNextWindowPos(ImVec2(20, 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.9f, h * 0.8f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("MT Visual Calibration", nullptr, ImGuiWindowFlags_NoCollapse)) {
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// 第一步展示区:系统原生数据
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ImGui::TextColored(ImVec4(1,1,0,1), "【1】看这里获取坐标 (Raw)");
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ImGui::Text("系统原坐标 RAW X: %.1f", g_Touch.rawX);
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ImGui::Text("系统原坐标 RAW Y: %.1f", g_Touch.rawY);
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ImGui::Separator();
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// 大按钮调节区 (防止滑块点不准)
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ImGui::TextColored(ImVec4(0,1,1,1), "【2】如果不准,用大按键调节");
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ImGui::Text("当前 Offset X: %.1f", g_Touch.offsetX);
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ImVec2 btnSize(140, 90); // 巨大按钮
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if (ImGui::Button("-100 X", btnSize)) g_Touch.offsetX -= 100.0f; ImGui::SameLine();
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if (ImGui::Button("-10 X", btnSize)) g_Touch.offsetX -= 10.0f; ImGui::SameLine();
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if (ImGui::Button("+10 X", btnSize)) g_Touch.offsetX += 10.0f; ImGui::SameLine();
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if (ImGui::Button("+100 X", btnSize)) g_Touch.offsetX += 100.0f;
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ImGui::Text("当前 Offset Y: %.1f", g_Touch.offsetY);
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if (ImGui::Button("-100 Y", btnSize)) g_Touch.offsetY -= 100.0f; ImGui::SameLine();
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if (ImGui::Button("-10 Y", btnSize)) g_Touch.offsetY -= 10.0f; ImGui::SameLine();
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if (ImGui::Button("+10 Y", btnSize)) g_Touch.offsetY += 10.0f; ImGui::SameLine();
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if (ImGui::Button("+100 Y", btnSize)) g_Touch.offsetY += 100.0f;
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ImGui::Separator();
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ImGui::Text("当前 Scale X: %.3f | Scale Y: %.3f", g_Touch.scaleX, g_Touch.scaleY);
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if (ImGui::Button("-0.1 SX", btnSize)) g_Touch.scaleX -= 0.1f; ImGui::SameLine();
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if (ImGui::Button("+0.1 SX", btnSize)) g_Touch.scaleX += 0.1f; ImGui::SameLine();
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if (ImGui::Button("-0.1 SY", btnSize)) g_Touch.scaleX -= 0.1f; ImGui::SameLine();
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if (ImGui::Button("+0.1 SY", btnSize)) g_Touch.scaleX += 0.1f;
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ImGui::Separator();
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if (ImGui::Button("重置所有参数 (RESET)", ImVec2(-1, 100))) {
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g_Touch.offsetX = 0; g_Touch.offsetY = 0;
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g_Touch.scaleX = 1.0f; g_Touch.scaleY = 1.0f;
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}
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ImGui::End();
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}
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ImGui::Render();
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GLint last_depth;
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glGetIntegerv(GL_DEPTH_TEST, &last_depth);
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glDisable(GL_DEPTH_TEST);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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if (last_depth) glEnable(GL_DEPTH_TEST);
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return old_eglSwapBuffers(dpy, surface);
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}
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void* init_thread(void*) {
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sleep(6);
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void* sym_egl = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (sym_egl) DobbyHook(sym_egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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void* consume_addr = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
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if (consume_addr) DobbyHook(consume_addr, (void*)hook_consume, (void**)&old_consume);
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return nullptr;
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}
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__attribute__((constructor)) void init_plugin() {
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pthread_t t;
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pthread_create(&t, nullptr, init_thread, nullptr);
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}
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