mirror of
https://github.com/ocornut/imgui.git
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184 lines
5.9 KiB
C++
184 lines
5.9 KiB
C++
#include <jni.h>
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#include <errno.h>
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#include <string.h>
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#include <sys/types.h>
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#include <android/log.h>
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#include <dlfcn.h>
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#include <unistd.h>
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#include <pthread.h>
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#include <android/input.h>
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#include <android/keycodes.h>
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// ImGui 核心与渲染器
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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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#include "imgui_internal.h"
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#include <GLES3/gl3.h>
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#include <EGL/egl.h>
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#define LOG_TAG "JKMenu_Fix"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__)
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// 原始函数指针
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typedef EGLBoolean (*eglSwapBuffers_t)(EGLDisplay dpy, EGLSurface surface);
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eglSwapBuffers_t orig_eglSwapBuffers = nullptr;
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// 触摸 Hook 增强版 (针对移动端更通用的 Hook 方案)
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typedef int (*AMotionEvent_getRawX_t)(const AInputEvent* motion_event, size_t pointer_index);
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// 如果 AInputQueue 不行,通常会尝试 Hook libinput.so 或游戏的 Input 处理函数
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// 全局状态
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bool g_Initialized = false;
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bool g_ShowMenu = true;
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int g_Width = 0;
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int g_Height = 0;
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// 解决中文显示的关键函数
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void LoadChineseFont(ImGuiIO& io) {
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ImFontConfig font_cfg;
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font_cfg.SizePixels = 36.0f; // 适配平板高分辨率
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font_cfg.FontDataOwnedByAtlas = false;
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// 常见的安卓系统字体路径
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const char* fonts[] = {
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"/system/fonts/NotoSansCJK-Regular.ttc",
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"/system/fonts/NotoSansSC-Regular.otf",
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"/system/fonts/DroidSansFallback.ttf",
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"/system/fonts/SourceHanSansCN-Regular.otf"
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};
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bool loaded = false;
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for (const char* path : fonts) {
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if (access(path, F_OK) == 0) {
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// 必须传入 GetGlyphRangesChineseFull() 否则还是问号
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io.Fonts->AddFontFromFileTTF(path, 36.0f, &font_cfg, io.Fonts->GetGlyphRangesChineseFull());
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LOGI("成功加载字体: %s", path);
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loaded = true;
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break;
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}
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}
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if (!loaded) {
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LOGI("未发现系统字体,使用默认字体 (将显示问号)");
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io.Fonts->AddFontDefault(&font_cfg);
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}
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}
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// 解决触摸拖动的关键逻辑
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// 修正:ImGui 需要的是全局坐标同步
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bool HandleTouch(AInputEvent* event) {
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if (!g_Initialized || !g_ShowMenu) return false;
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ImGuiIO& io = ImGui::GetIO();
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int32_t type = AInputEvent_getType(event);
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if (type == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(event);
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int32_t actionIdx = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
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int32_t actionMasked = action & AMOTION_EVENT_ACTION_MASK;
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float x = AMotionEvent_getX(event, actionIdx);
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float y = AMotionEvent_getY(event, actionIdx);
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io.MousePos = ImVec2(x, y);
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if (actionMasked == AMOTION_EVENT_ACTION_DOWN || actionMasked == AMOTION_EVENT_ACTION_POINTER_DOWN) {
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io.MouseDown[0] = true;
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} else if (actionMasked == AMOTION_EVENT_ACTION_UP || actionMasked == AMOTION_EVENT_ACTION_POINTER_UP) {
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io.MouseDown[0] = false;
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}
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// 重点:如果 ImGui 捕获了鼠标,则不把事件传给游戏,防止菜单和游戏一起动
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return io.WantCaptureMouse;
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}
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return false;
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}
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// 增强型 AInputQueue Hook
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typedef int32_t (*InputEventHandle_t)(void* instance, AInputEvent* event);
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int32_t hooked_InputEvent(void* instance, AInputEvent* event) {
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if (HandleTouch(event)) {
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return 1; // 消费事件
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}
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// 这里需要根据实际游戏引擎寻找真正的原始回调
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return 0;
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}
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void DrawImGuiMenu() {
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if (!g_ShowMenu) return;
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// 设置初始位置,防止平板上菜单刷在边缘拉不回来
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(550, 420), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("JKMenu - 增强稳定版", &g_ShowMenu, ImGuiWindowFlags_AlwaysAutoResize)) {
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "设备信息: OnePlus Pad Pro");
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ImGui::Text("屏幕分辨率: %d x %d", g_Width, g_Height);
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ImGui::Separator();
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static bool esp_box = false;
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ImGui::Checkbox("开启方框透视", &esp_box);
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static float crosshair_size = 10.0f;
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ImGui::SliderFloat("准星大小", &crosshair_size, 1.0f, 50.0f);
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if (ImGui::Button("清理残留数据", ImVec2(ImGui::GetContentRegionAvail().x, 40))) {
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// 执行清理逻辑
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}
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ImGui::End();
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}
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}
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EGLBoolean hooked_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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if (!g_Initialized) {
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eglQuerySurface(dpy, surface, EGL_WIDTH, &g_Width);
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eglQuerySurface(dpy, surface, EGL_HEIGHT, &g_Height);
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if (g_Width > 0) {
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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LoadChineseFont(io); // 修复问号的核心调用
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ImGui_ImplOpenGL3_Init("#version 300 es");
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g_Initialized = true;
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}
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}
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if (g_Initialized && g_ShowMenu) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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DrawImGuiMenu();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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return orig_eglSwapBuffers(dpy, surface);
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}
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void* hack_thread(void*) {
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sleep(10); // 等待游戏完全进入,防止 EGL 未初始化闪退
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// 1. Hook 渲染
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void* swap_ptr = DobbySymbolResolver("libEGL.so", "eglSwapBuffers");
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if (swap_ptr) {
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DobbyHook(swap_ptr, (dobby_dummy_func_t)hooked_eglSwapBuffers, (dobby_dummy_func_t*)&orig_eglSwapBuffers);
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}
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// 2. 针对 Unity/腾讯游戏的触摸修复方案
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// 很多时候 AInputQueue 拿不到事件是因为游戏用了 NativeActivity 以外的逻辑
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// 尝试 Hook 整个系统的 MotionEvent 或者是引擎分发层
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LOGI("JKMenu: 注入增强补丁成功");
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return nullptr;
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}
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void __attribute__((constructor)) init() {
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pthread_t t;
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pthread_create(&t, nullptr, hack_thread, nullptr);
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}
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