mirror of
https://github.com/ocornut/imgui.git
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135 lines
4.0 KiB
C++
135 lines
4.0 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 <vector>
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#include <string>
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// 核心库包含
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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 <GLES3/gl3.h>
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#include <EGL/egl.h>
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#define LOG_TAG "JKMenu"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__)
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#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__)
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// 原始函数指针存储
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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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// 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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// 菜单渲染逻辑
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void DrawImGuiMenu() {
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if (!g_ShowMenu) return;
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ImGui::SetNextWindowSize(ImVec2(400, 350), ImGuiCond_FirstUseEver);
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ImGui::Begin("JKMenu - SGame Multi-Hook", &g_ShowMenu);
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ImGui::Text("Device: OnePlus Pad Pro 2");
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ImGui::Text("Target: com.tencent.tmgp.sgame");
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ImGui::Text("Screen: %dx%d", g_Width, g_Height);
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ImGui::Separator();
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static float f = 0.5f;
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ImGui::SliderFloat("Menu Scale", &f, 0.1f, 2.0f);
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if (ImGui::Button("Hide Menu")) {
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g_ShowMenu = false;
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}
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ImGui::End();
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}
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// 核心渲染执行器
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void PerformRender(EGLDisplay dpy, EGLSurface surface) {
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if (!g_Initialized) {
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LOGI("SUCCESS! A Hooked Render function was triggered.");
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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 || g_Height <= 0) return;
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)g_Width, (float)g_Height);
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if (ImGui_ImplOpenGL3_Init("#version 300 es")) {
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g_Initialized = true;
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LOGI("ImGui Initialized: %dx%d", g_Width, g_Height);
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}
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}
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if (g_Initialized) {
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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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}
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// Hook 回调函数 (通用)
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EGLBoolean hooked_universal_swap(EGLDisplay dpy, EGLSurface surface) {
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PerformRender(dpy, surface);
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return orig_eglSwapBuffers(dpy, surface);
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}
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// 动态全量 Hook 逻辑
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void* hack_thread(void*) {
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LOGI("SO Loaded! Waiting for engine to settle...");
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sleep(10);
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// 王者荣耀/金铲铲等腾讯游戏可能使用的渲染函数候选名单
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const char* symbol_list[] = {
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"eglSwapBuffers", // 标准 EGL
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"nw_main_swap_buffers", // 腾讯常用渲染 Hook 点
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"GameCanvas_SwapBuffers", // 部分引擎私有实现
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"_Z22nw_main_swap_buffersP10EGLDisplayP10EGLSurface" // 混淆后的符号名
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};
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void* target = nullptr;
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for (const char* sym : symbol_list) {
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// 尝试从不同的库寻找
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target = DobbySymbolResolver("libEGL.so", sym);
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if (!target) target = DobbySymbolResolver("libGLESv2.so", sym);
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if (!target) target = DobbySymbolResolver("libunity.so", sym); // 针对 Unity 游戏
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if (!target) target = dlsym(RTLD_DEFAULT, sym);
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if (target) {
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LOGI("Found potential render target: %s at %p", sym, target);
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DobbyHook(target, (dobby_dummy_func_t)hooked_universal_swap, (dobby_dummy_func_t*)&orig_eglSwapBuffers);
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if (orig_eglSwapBuffers) {
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LOGI("Successfully hooked: %s", sym);
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// 只要成功 Hook 到了一个,通常就不需要再 Hook 其他的了
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// 但如果游戏有多个渲染管线,可以继续
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}
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}
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}
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if (!orig_eglSwapBuffers) {
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LOGE("CRITICAL: Failed to find ANY render function. Game might be using Vulkan.");
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}
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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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