mirror of
https://github.com/ocornut/imgui.git
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110 lines
4.3 KiB
C++
110 lines
4.3 KiB
C++
#include <imgui.h>
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#include <imgui_impl_opengl3.h>
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#include <imgui_impl_android.h>
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#include <GLES3/gl3.h>
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#include <EGL/egl.h>
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#include <dobby.h>
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#include <dlfcn.h>
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#include "memory_utils.h"
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// --- 全局变量与原始函数指针 ---
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using T_eglSwapBuffers = EGLBoolean (*)(EGLDisplay, EGLSurface);
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T_eglSwapBuffers orig_eglSwapBuffers = nullptr;
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bool g_Initialized = false;
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bool g_ShowMenu = true;
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// --- 渲染状态备份 (王者荣耀专项优化:深度还原) ---
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void Hook_eglSwapBuffers(EGLDisplay display, EGLSurface surface) {
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if (!g_Initialized) {
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// 1. 初始化 ImGui 上下文
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.IniFilename = nullptr; // 不保存配置文件,防止被游戏扫描到
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// 2. 初始化后台渲染器 (王者荣耀使用 GLES3)
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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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if (g_ShowMenu) {
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// --- [核心:全状态备份] 学习自高级 Hook 逻辑 ---
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GLint last_program, last_vertex_array, last_array_buffer, last_element_array_buffer;
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GLint last_viewport[4];
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GLint last_scissor_box[4];
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glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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glGetIntegerv(GL_VIEWPORT, last_viewport);
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glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
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// 备份关键能力开关
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GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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// --- 开始 ImGui 帧 ---
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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// 绘制王者荣耀专属风格菜单
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ImGui::SetNextWindowSize(ImVec2(400, 320), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("JKInternal - SGame (王者荣耀)", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "渲染注入成功: libEGL.so -> eglSwapBuffers");
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ImGui::Separator();
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static bool esp_box = false;
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static bool esp_line = false;
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ImGui::Checkbox("英雄方框", &esp_box);
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ImGui::SameLine();
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ImGui::Checkbox("英雄射线", &esp_line);
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static float draw_color[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
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ImGui::ColorEdit4("绘制颜色", draw_color);
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ImGui::Separator();
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if (ImGui::Button("隐藏菜单 (按音量键恢复-未实现)")) {
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g_ShowMenu = false;
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}
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}
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ImGui::End();
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// --- 渲染 ImGui ---
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// --- [核心:全状态还原] 让游戏管线无感知 ---
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glUseProgram(last_program);
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glBindVertexArray(last_vertex_array);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
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if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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}
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// 调用原始函数指针,完成屏幕交换
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orig_eglSwapBuffers(display, surface);
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}
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// --- 注入入口 ---
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__attribute__((constructor))
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void MainEntry() {
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// 动态获取 eglSwapBuffers 地址并进行 Dobby Hook
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void* handle = dlopen("libEGL.so", RTLD_LAZY);
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if (handle) {
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void* target = dlsym(handle, "eglSwapBuffers");
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if (target) {
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DobbyHook(target, (void*)Hook_eglSwapBuffers, (void**)&orig_eglSwapBuffers);
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}
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}
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}
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