imgui-mirror/main.cpp
2026-04-06 20:18:36 +08:00

150 lines
5.0 KiB
C++

#include <pthread.h>
#include <unistd.h>
#include <android/log.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#include <dlfcn.h>
#include <android/input.h>
#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;
// --- 模拟 GitHub 流行项目的自动对齐结构 ---
struct {
float x, y;
bool down;
// 自动获取的屏幕/渲染比例
float screenW = 2400.0f; // 物理宽 (从 wm size 获取)
float screenH = 3392.0f; // 物理高 (从 wm size 获取)
} g_Touch = {0, 0, false};
typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
// 模仿 GitHub 开源库:百分比坐标转换算法
// 这种方法不依赖死固定的比例,兼容性最强
void handle_android_event(AInputEvent* event) {
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
// 1. 获取物理触碰点 (0 ~ 2400)
float rawX = AMotionEvent_getX(event, 0);
float rawY = AMotionEvent_getY(event, 0);
// 2. 获取当前 ImGui 的显示区域 (渲染大小)
ImGuiIO& io = ImGui::GetIO();
float renderW = io.DisplaySize.x;
float renderH = io.DisplaySize.y;
// 3. 百分比映射逻辑 (GitHub 大神常用公式)
// 手指在屏幕的位置百分比 * 游戏渲染的实际像素
g_Touch.x = (rawX / g_Touch.screenW) * renderW;
g_Touch.y = (rawY / g_Touch.screenH) * renderH;
if (action == AMOTION_EVENT_ACTION_DOWN) {
g_Touch.down = true;
} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) {
g_Touch.down = false;
}
}
}
// Hook 输入消费流
typedef int (*p_InputConsumer_consume)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
static p_InputConsumer_consume old_consume = nullptr;
int hook_consume(void* a, void* b, bool c, int64_t d, uint32_t* e, void** f) {
int res = old_consume(a, b, c, d, e, f);
if (res == 0 && f && *f) {
handle_android_event((AInputEvent*)*f);
}
return res;
}
// 渲染主钩子
EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
EGLint w, h;
eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
if (!g_Initialized) {
ImGui::CreateContext();
ImGui_ImplOpenGL3_Init("#version 300 es");
// 自动适配 UI 大小 (GitHub 风格:根据宽度自动缩放字体)
float scale = (float)w / 1440.0f;
ImGui::GetStyle().ScaleAllSizes(3.0f * scale);
ImGui::GetIO().FontGlobalScale = 3.0f * scale;
g_Initialized = true;
}
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)w, (float)h);
// 传递百分比对齐后的坐标
io.MousePos = ImVec2(g_Touch.x, g_Touch.y);
io.MouseDown[0] = g_Touch.down;
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 绘制点击反馈 (GitHub 调试必备)
if (g_Touch.down) {
ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 15.0f, IM_COL32(0, 255, 0, 255));
}
ImGui::SetNextWindowPos(ImVec2(w * 0.1f, h * 0.1f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(w * 0.6f, h * 0.4f), ImGuiCond_FirstUseEver);
if (ImGui::Begin("AndKitty GitHub Mode", nullptr, ImGuiWindowFlags_NoCollapse)) {
ImGui::Text("Screen: %.0f x %.0f", g_Touch.screenW, g_Touch.screenH);
ImGui::Text("Render: %d x %d", w, h);
ImGui::Separator();
static bool cheat_esp = true;
ImGui::Checkbox("ESP Overlay", &cheat_esp);
if (ImGui::Button("Reset Menu", ImVec2(-1, 80))) {
ImGui::SetWindowPos(ImVec2(100, 100));
}
ImGui::End();
}
ImGui::Render();
// 强制顶层渲染逻辑
GLint depth_test;
glGetIntegerv(GL_DEPTH_TEST, &depth_test);
glDisable(GL_DEPTH_TEST);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if (depth_test) glEnable(GL_DEPTH_TEST);
return old_eglSwapBuffers(dpy, surface);
}
void* init_thread(void*) {
sleep(5);
// Hook 渲染
DobbyHook((void*)dlsym(RTLD_DEFAULT, "eglSwapBuffers"), (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
// Hook 输入 (采用 libinput.so 符号)
const char* sym = "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE";
void* addr = DobbySymbolResolver("libinput.so", sym);
if (addr) DobbyHook(addr, (void*)hook_consume, (void**)&old_consume);
return nullptr;
}
__attribute__((constructor)) void init_plugin() {
pthread_t t;
pthread_create(&t, nullptr, init_thread, nullptr);
}