mirror of
https://github.com/ocornut/imgui.git
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428 lines
19 KiB
C++
428 lines
19 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 <stdio.h>
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#include <algorithm>
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#include <atomic>
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#include <vector>
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#include <mutex>
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#include <thread>
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#include <chrono>
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#include <fcntl.h>
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#include <dirent.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 "ZeroConfig_Drive"
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#define GAME_MODULE "libGameCore.so"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
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#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
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static bool g_Initialized = false;
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static bool g_FontLoaded = false;
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struct {
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float x = 0.0f;
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float y = 0.0f;
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std::atomic<bool> down{false};
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float renderW = 0.0f;
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float renderH = 0.0f;
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float physW = 3392.0f;
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float physH = 2400.0f;
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bool isSizeAutoDetected = false;
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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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static float g_DynamicScale = 1.0f;
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static float g_BaseWindowHeight = 0.0f;
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static float g_UserUIScale = 1.0f;
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static uintptr_t g_GameBase = 0;
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static uintptr_t g_HookAddr_InitActor = 0;
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static uintptr_t g_HookAddr_ClearActor = 0;
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struct DynamicOffsets {
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uint32_t x0_to_addr1 = 0x20;
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uint32_t addr1_to_addr2 = 0x10;
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uint32_t item_to_addr3 = 0x18;
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uint32_t addr3_to_addr4 = 0x30;
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uint32_t addr3_to_addr5 = 0x100;
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uint32_t addr3_to_addr6 = 0x70;
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uint32_t prop_gold = 0x20;
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uint32_t prop_hp = 0x30;
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uint32_t prop_maxhp = 0x32;
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uint32_t prop_level = 0x50;
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};
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DynamicOffsets g_Offsets;
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std::mutex g_OffsetMutex;
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static int g_MemFd = -1;
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template <typename T>
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T SafeRead(uintptr_t address) {
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T value{};
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if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return value;
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if (g_MemFd == -1) g_MemFd = open("/proc/self/mem", O_RDONLY);
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if (g_MemFd >= 0) pread(g_MemFd, &value, sizeof(T), address);
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return value;
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}
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struct PlayerData {
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int hp = 0, maxHp = 0, mana = 0, gold = 0, level = 0;
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float worldX = 0, worldY = 0, worldZ = 0;
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float mapX = 0, mapY = 0;
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};
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struct DebugChain {
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uintptr_t baseX0 = 0;
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uintptr_t addr1 = 0;
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uintptr_t addr2 = 0;
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struct Item {
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uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0;
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} items[15];
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};
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struct GameSnapshot {
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bool inMatch = false;
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DynamicOffsets offsets;
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DebugChain debug;
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std::vector<PlayerData> players;
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};
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std::mutex g_SnapshotMutex;
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GameSnapshot g_CurrentSnapshot;
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std::atomic<uintptr_t> g_ActorManager{0};
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void DataWorkerThread() {
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while (true) {
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GameSnapshot newSnap;
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DynamicOffsets currOff;
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{ std::lock_guard<std::mutex> lock(g_OffsetMutex); currOff = g_Offsets; }
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newSnap.offsets = currOff;
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uintptr_t baseX0 = g_ActorManager.load();
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if (baseX0 != 0) {
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newSnap.inMatch = true;
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newSnap.debug.baseX0 = baseX0;
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uintptr_t addr1 = SafeRead<uintptr_t>(baseX0 + currOff.x0_to_addr1);
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newSnap.debug.addr1 = addr1;
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if (addr1) {
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uintptr_t addr2 = SafeRead<uintptr_t>(addr1 + currOff.addr1_to_addr2);
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newSnap.debug.addr2 = addr2;
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if (addr2) {
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for (int i = 0; i < 15; ++i) {
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uintptr_t item = SafeRead<uintptr_t>(addr2 + (i * 0x8));
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newSnap.debug.items[i].base = item;
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if (!item) continue;
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uintptr_t addr3 = SafeRead<uintptr_t>(item + currOff.item_to_addr3);
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newSnap.debug.items[i].addr3 = addr3;
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if (!addr3) continue;
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PlayerData p;
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uintptr_t addr4 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr4);
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newSnap.debug.items[i].addr4 = addr4;
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if (addr4) {
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p.gold = SafeRead<int32_t>(addr4 + currOff.prop_gold);
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p.hp = SafeRead<int32_t>(addr4 + currOff.prop_hp);
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p.maxHp = SafeRead<int32_t>(addr4 + currOff.prop_maxhp);
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p.level = SafeRead<int32_t>(addr4 + currOff.prop_level);
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}
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uintptr_t addr5 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr5);
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newSnap.debug.items[i].addr5 = addr5;
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if (addr5) {
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p.worldX = SafeRead<float>(addr5 + 0x0);
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p.worldZ = SafeRead<float>(addr5 + 0x4);
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p.worldY = SafeRead<float>(addr5 + 0x8);
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p.mana = SafeRead<int32_t>(addr5 + 0x28);
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}
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uintptr_t addr6 = SafeRead<uintptr_t>(addr3 + currOff.addr3_to_addr6);
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newSnap.debug.items[i].addr6 = addr6;
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if (addr6) {
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p.mapX = SafeRead<float>(addr6 + 0x50);
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p.mapY = SafeRead<float>(addr6 + 0x54);
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}
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if (p.maxHp > 0 && p.maxHp < 50000) newSnap.players.push_back(p);
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}
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}
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}
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}
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{ std::lock_guard<std::mutex> lock(g_SnapshotMutex); g_CurrentSnapshot = newSnap; }
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std::this_thread::sleep_for(std::chrono::milliseconds(16));
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}
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}
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uintptr_t GetModuleBase(const char* module_name) {
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uintptr_t base = 0;
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FILE* f = fopen("/proc/self/maps", "r");
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if (!f) return 0;
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char line[512];
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while (fgets(line, sizeof(line), f)) {
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if (strstr(line, module_name)) {
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sscanf(line, "%lx", &base);
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break;
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}
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}
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fclose(f);
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return base;
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}
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void (*old_InitActorParams)(void* x0, void* x1, void* x2, void* x3);
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void hook_InitActorParams(void* x0, void* x1, void* x2, void* x3) {
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g_ActorManager.store((uintptr_t)x0);
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old_InitActorParams(x0, x1, x2, x3);
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}
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void (*old_ClearActor)(void* x0);
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void hook_ClearActor(void* x0) {
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g_ActorManager.store(0);
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old_ClearActor(x0);
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}
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void DrawPointerDebugger(const GameSnapshot& snap, float w, float h) {
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.55f, h * 0.8f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("指针断点排错器 (Pointer Debugger)")) {
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if (ImGui::CollapsingHeader("动态偏移修改面板 (十进制)", ImGuiTreeNodeFlags_DefaultOpen)) {
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std::lock_guard<std::mutex> lock(g_OffsetMutex);
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auto drawOffsetBtn = [](const char* label, uint32_t& val) {
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ImGui::PushID(&val);
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ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1.0f), "%s -> 当前: %d (0x%X)", label, val, val);
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if (ImGui::Button("-8")) { if (val >= 8) val -= 8; else val = 0; } ImGui::SameLine();
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if (ImGui::Button("-4")) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine();
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if (ImGui::Button("-1")) { if (val >= 1) val -= 1; else val = 0; } ImGui::SameLine();
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if (ImGui::Button("+1")) val += 1; ImGui::SameLine();
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if (ImGui::Button("+4")) val += 4; ImGui::SameLine();
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if (ImGui::Button("+8")) val += 8;
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ImGui::Separator();
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ImGui::PopID();
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};
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drawOffsetBtn("地址1 (x0 + ?)", g_Offsets.x0_to_addr1);
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drawOffsetBtn("英雄数组 (addr1 + ?)", g_Offsets.addr1_to_addr2);
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drawOffsetBtn("实体数据 (item + ?)", g_Offsets.item_to_addr3);
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drawOffsetBtn("血量属性 (addr3 + ?)", g_Offsets.addr3_to_addr4);
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drawOffsetBtn("坐标数据 (addr3 + ?)", g_Offsets.addr3_to_addr5);
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drawOffsetBtn("雷达坐标 (addr3 + ?)", g_Offsets.addr3_to_addr6);
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}
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ImGui::Separator();
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[核心库] %s 基址: 0x%lx", GAME_MODULE, g_GameBase);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 1] InitActor (RVA 0x73507bc) -> 0x%lx", g_HookAddr_InitActor);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "[Hook 2] ClearActor (RVA 0x734bc10) -> 0x%lx", g_HookAddr_ClearActor);
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ImGui::Separator();
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const auto& d = snap.debug;
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const auto& off = snap.offsets;
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ImGui::TextColored(d.baseX0 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), "[起点] InitActor x0: 0x%lx", d.baseX0);
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ImGui::TextColored(d.addr1 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 地址 1: 0x%lx", off.x0_to_addr1, d.addr1);
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ImGui::TextColored(d.addr2 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 英雄数组: 0x%lx", off.addr1_to_addr2, d.addr2);
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if (d.addr2 != 0) {
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for (int i = 0; i < 15; i++) {
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if (d.items[i].base == 0) continue;
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char nodeName[64]; snprintf(nodeName, sizeof(nodeName), "数组序号 [%d] - 0x%lx", i, d.items[i].base);
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if (ImGui::TreeNodeEx(nodeName, ImGuiTreeNodeFlags_Framed)) {
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ImGui::TextColored(d.items[i].addr3 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 实体数据: 0x%lx", off.item_to_addr3, d.items[i].addr3);
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if (d.items[i].addr3) {
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ImGui::TextColored(d.items[i].addr4 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+%d] 属性区: 0x%lx", off.addr3_to_addr4, d.items[i].addr4);
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ImGui::TextColored(d.items[i].addr5 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " ├─ [+%d] 坐标区: 0x%lx", off.addr3_to_addr5, d.items[i].addr5);
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ImGui::TextColored(d.items[i].addr6 ? ImVec4(0,1,0,1) : ImVec4(1,0,0,1), " └─ [+%d] 小地图: 0x%lx", off.addr3_to_addr6, d.items[i].addr6);
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}
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ImGui::TreePop();
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}
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}
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}
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}
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ImGui::End();
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}
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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 AutoFetchDeviceResolution() {
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FILE* pipe = popen("wm size", "r");
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if (!pipe) return;
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char buffer[128];
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while (fgets(buffer, sizeof(buffer), pipe) != NULL) {
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int w = 0, h = 0;
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if (sscanf(buffer, "Physical size: %dx%d", &w, &h) == 2 || sscanf(buffer, "Override size: %dx%d", &w, &h) == 2) {
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g_Touch.physW = (float)std::max(w, h); g_Touch.physH = (float)std::min(w, h); g_Touch.isSizeAutoDetected = true;
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}
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}
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pclose(pipe);
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}
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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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float autoScaleX = g_Touch.renderW / g_Touch.physW;
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float autoScaleY = g_Touch.renderH / g_Touch.physH;
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g_Touch.x = (AMotionEvent_getX(event, 0) * autoScaleX) + g_Touch.offsetX;
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g_Touch.y = (AMotionEvent_getY(event, 0) * autoScaleY) + g_Touch.offsetY;
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if (action == AMOTION_EVENT_ACTION_DOWN) g_Touch.down.store(true);
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) g_Touch.down.store(false);
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}
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}
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int hook_consume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) {
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int res = old_consume(instance, factory, consumeBatches, frameTime, outSeq, outEvent);
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if (res == 0 && outEvent && *outEvent) handle_android_event((AInputEvent*)(*outEvent));
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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; eglQuerySurface(dpy, surface, EGL_WIDTH, &w); 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; g_Touch.renderH = (float)h;
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GameSnapshot snapshot;
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{ std::lock_guard<std::mutex> lock(g_SnapshotMutex); snapshot = g_CurrentSnapshot; }
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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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ImGuiIO& io = ImGui::GetIO();
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// --- 核心修复:根据你的 fonts.xml 日志锁定 OPPO 系统字体 ---
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const char* mySystemFonts[] = {
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"/system/fonts/SysSans-Hans-Regular.ttf", // 你的日志里那个 OPPO Sans
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"/system/fonts/NotoSansCJKjp-Regular.otc", // 你的日志里那个 Noto CJK
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"/system/fonts/NotoSansSC-Regular.otf",
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"/system/fonts/DroidSansFallback.ttf"
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};
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for (int i = 0; i < 4; i++) {
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if (access(mySystemFonts[i], R_OK) == 0) {
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// 加载中文字符范围,解决问号问题
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io.Fonts->AddFontFromFileTTF(mySystemFonts[i], 32.0f, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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g_FontLoaded = true;
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LOGI("[*] 成功锁定你的系统字体: %s", mySystemFonts[i]);
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break;
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}
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}
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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.x, g_Touch.y);
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io.MouseDown[0] = g_Touch.down.load();
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float deviceScale = (float)h / 1000.0f;
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if (deviceScale < 1.0f) deviceScale = 1.0f;
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float finalScale = deviceScale * g_DynamicScale * g_UserUIScale;
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static ImGuiStyle default_style = ImGui::GetStyle();
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ImGuiStyle& style = ImGui::GetStyle(); style = default_style;
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style.ScaleAllSizes(1.2f * finalScale);
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style.WindowRounding = 12.0f; style.WindowMinSize = ImVec2(100.0f, 100.0f);
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io.FontGlobalScale = 1.2f * finalScale;
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ImGui_ImplOpenGL3_NewFrame(); ImGui::NewFrame();
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if (g_Touch.down.load()) ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 200));
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if (g_BaseWindowHeight == 0.0f) g_BaseWindowHeight = h * 0.45f;
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ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.6f, g_BaseWindowHeight), ImGuiCond_FirstUseEver);
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static bool show_pointer_debugger = true; static bool show_radar = true;
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if (ImGui::Begin("全自动游戏透视框架 (OPPO/适配版)")) {
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if (!g_FontLoaded) ImGui::TextColored(ImVec4(1,0,0,1), "警告: 无法加载系统字库,将显示为问号!");
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float currentHeight = ImGui::GetWindowHeight();
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g_DynamicScale = currentHeight / g_BaseWindowHeight;
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if (g_DynamicScale < 0.4f) g_DynamicScale = 0.4f;
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if (g_DynamicScale > 3.0f) g_DynamicScale = 3.0f;
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if (ImGui::CollapsingHeader("基础校准 (触控与缩放)")) {
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ImGui::SliderFloat("菜单缩放", &g_UserUIScale, 0.5f, 2.0f);
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ImGui::Text("坐标偏移 X:%.1f Y:%.1f", g_Touch.offsetX, g_Touch.offsetY);
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if (ImGui::Button("-10##x")) g_Touch.offsetX -= 10; ImGui::SameLine();
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if (ImGui::Button("+10##x")) g_Touch.offsetX += 10; ImGui::SameLine();
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if (ImGui::Button("-10##y")) g_Touch.offsetY -= 10; ImGui::SameLine();
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if (ImGui::Button("+10##y")) g_Touch.offsetY += 10;
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}
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ImGui::Separator();
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ImGui::Checkbox("雷达 (Radar)", &show_radar); ImGui::SameLine();
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ImGui::Checkbox("指针断点调试", &show_pointer_debugger);
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ImGui::Separator();
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snapshot.inMatch ? "局内" : "大厅");
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if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) {
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ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量");
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ImGui::TableSetupColumn("蓝量"); ImGui::TableSetupColumn("金币");
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ImGui::TableSetupColumn("雷达"); ImGui::TableHeadersRow();
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for (const auto& p : snapshot.players) {
|
||
ImGui::TableNextRow();
|
||
ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level);
|
||
ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp);
|
||
ImGui::TableNextColumn(); ImGui::Text("%d", p.mana);
|
||
ImGui::TableNextColumn(); ImGui::Text("%d", p.gold);
|
||
ImGui::TableNextColumn(); ImGui::Text("%.0f, %.0f", p.mapX, p.mapY);
|
||
}
|
||
ImGui::EndTable();
|
||
}
|
||
}
|
||
ImGui::End();
|
||
|
||
if (show_pointer_debugger) DrawPointerDebugger(snapshot, w, h);
|
||
if (show_radar && snapshot.inMatch) {
|
||
ImGui::SetNextWindowPos(ImVec2(w - 350, 30), ImGuiCond_FirstUseEver);
|
||
ImGui::SetNextWindowSize(ImVec2(300, 300), ImGuiCond_FirstUseEver);
|
||
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0.5f));
|
||
if (ImGui::Begin("Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) {
|
||
ImVec2 p0 = ImGui::GetCursorScreenPos(); ImVec2 size = ImGui::GetContentRegionAvail();
|
||
ImDrawList* dl = ImGui::GetWindowDrawList();
|
||
dl->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(255, 255, 255, 100));
|
||
for (const auto& p : snapshot.players) {
|
||
float nX = p.mapX / 10000.0f; float nY = p.mapY / 10000.0f;
|
||
float rX = p0.x + (nX * size.x); float rY = p0.y + size.y - (nY * size.y);
|
||
if (nX > 0 && nX < 1 && nY > 0 && nY < 1) dl->AddCircleFilled(ImVec2(rX, rY), 5.0f * finalScale, IM_COL32(255, 0, 0, 255));
|
||
}
|
||
}
|
||
ImGui::End(); ImGui::PopStyleColor();
|
||
}
|
||
ImGui::Render();
|
||
GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); GLint d; glGetIntegerv(GL_DEPTH_TEST, &d);
|
||
glDisable(GL_DEPTH_TEST); glViewport(0, 0, w, h);
|
||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||
glViewport(v[0], v[1], v[2], v[3]); if (d) glEnable(GL_DEPTH_TEST);
|
||
return old_eglSwapBuffers(dpy, surface);
|
||
}
|
||
|
||
void* DelayedHookThread(void*) {
|
||
// 1. 无延迟 Hook:渲染和输入必须秒挂,否则菜单出不来
|
||
void* egl = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
|
||
if (egl) DobbyHook(egl, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
|
||
void* ins = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE");
|
||
if (ins) DobbyHook(ins, (void*)hook_consume, (void**)&old_consume);
|
||
|
||
// 2. 启动数据线程
|
||
std::thread(DataWorkerThread).detach();
|
||
|
||
// 3. 后台轮询:不卡主流程,慢慢等游戏库加载
|
||
while (true) {
|
||
uintptr_t base = GetModuleBase(GAME_MODULE);
|
||
if (base) {
|
||
g_GameBase = base;
|
||
g_HookAddr_InitActor = base + 0x73507bc;
|
||
g_HookAddr_ClearActor = base + 0x734bc10;
|
||
DobbyHook((void*)g_HookAddr_InitActor, (void*)hook_InitActorParams, (void**)&old_InitActorParams);
|
||
DobbyHook((void*)g_HookAddr_ClearActor, (void*)hook_ClearActor, (void**)&old_ClearActor);
|
||
LOGI("[*] 核心 Hook 成功!"); break;
|
||
}
|
||
sleep(1);
|
||
}
|
||
return nullptr;
|
||
}
|
||
|
||
__attribute__((constructor)) void init_plugin() {
|
||
pthread_t t; pthread_create(&t, nullptr, DelayedHookThread, nullptr);
|
||
}
|