imgui-mirror/main.cpp
2026-04-06 06:08:11 +08:00

110 lines
4.3 KiB
C++

#include <imgui.h>
#include <imgui_impl_opengl3.h>
#include <imgui_impl_android.h>
#include <GLES3/gl3.h>
#include <EGL/egl.h>
#include <dobby.h>
#include <dlfcn.h>
#include "memory_utils.h"
// --- 全局变量与原始函数指针 ---
using T_eglSwapBuffers = EGLBoolean (*)(EGLDisplay, EGLSurface);
T_eglSwapBuffers orig_eglSwapBuffers = nullptr;
bool g_Initialized = false;
bool g_ShowMenu = true;
// --- 渲染状态备份 (王者荣耀专项优化:深度还原) ---
void Hook_eglSwapBuffers(EGLDisplay display, EGLSurface surface) {
if (!g_Initialized) {
// 1. 初始化 ImGui 上下文
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = nullptr; // 不保存配置文件,防止被游戏扫描到
// 2. 初始化后台渲染器 (王者荣耀使用 GLES3)
ImGui_ImplOpenGL3_Init("#version 300 es");
g_Initialized = true;
}
if (g_ShowMenu) {
// --- [核心:全状态备份] 学习自高级 Hook 逻辑 ---
GLint last_program, last_vertex_array, last_array_buffer, last_element_array_buffer;
GLint last_viewport[4];
GLint last_scissor_box[4];
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
glGetIntegerv(GL_VIEWPORT, last_viewport);
glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
// 备份关键能力开关
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// --- 开始 ImGui 帧 ---
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
// 绘制王者荣耀专属风格菜单
ImGui::SetNextWindowSize(ImVec2(400, 320), ImGuiCond_FirstUseEver);
if (ImGui::Begin("JKInternal - SGame (王者荣耀)", nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
ImGui::TextColored(ImVec4(1, 1, 0, 1), "渲染注入成功: libEGL.so -> eglSwapBuffers");
ImGui::Separator();
static bool esp_box = false;
static bool esp_line = false;
ImGui::Checkbox("英雄方框", &esp_box);
ImGui::SameLine();
ImGui::Checkbox("英雄射线", &esp_line);
static float draw_color[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
ImGui::ColorEdit4("绘制颜色", draw_color);
ImGui::Separator();
if (ImGui::Button("隐藏菜单 (按音量键恢复-未实现)")) {
g_ShowMenu = false;
}
}
ImGui::End();
// --- 渲染 ImGui ---
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// --- [核心:全状态还原] 让游戏管线无感知 ---
glUseProgram(last_program);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
}
// 调用原始函数指针,完成屏幕交换
orig_eglSwapBuffers(display, surface);
}
// --- 注入入口 ---
__attribute__((constructor))
void MainEntry() {
// 动态获取 eglSwapBuffers 地址并进行 Dobby Hook
void* handle = dlopen("libEGL.so", RTLD_LAZY);
if (handle) {
void* target = dlsym(handle, "eglSwapBuffers");
if (target) {
DobbyHook(target, (void*)Hook_eglSwapBuffers, (void**)&orig_eglSwapBuffers);
}
}
}