mirror of
https://github.com/ocornut/imgui.git
synced 2026-11-06 14:35:51 +01:00
140 lines
4.7 KiB
C++
140 lines
4.7 KiB
C++
#include <pthread.h>
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#include <unistd.h>
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#include <android/log.h>
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#include <android/input.h>
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#include <EGL/egl.h>
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#include <GLES3/gl3.h>
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#include <dlfcn.h>
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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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#define TAG "AndKitty_Menu"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
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static bool g_Initialized = false;
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static bool g_ShowMenu = true;
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// 触摸状态全局变量
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struct {
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float x;
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float y;
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bool down;
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int count;
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} g_TouchData = {0, 0, false, 0};
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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// --- 针对 Unity 绕过导出的最强 Hook 方案 ---
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typedef int32_t (*p_AInputQueue_getEvent)(AInputQueue* queue, AInputEvent** outEvent);
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static p_AInputQueue_getEvent old_getEvent = nullptr;
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int32_t hook_AInputQueue_getEvent(AInputQueue* queue, AInputEvent** outEvent) {
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int32_t res = old_getEvent(queue, outEvent);
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if (res >= 0 && outEvent && *outEvent) {
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AInputEvent* event = *outEvent;
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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 code = action & AMOTION_EVENT_ACTION_MASK;
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// 直接在这里调用系统函数读取(即使 Unity 自己不调用,我们可以在 Hook 里主动读)
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g_TouchData.x = AMotionEvent_getX(event, 0);
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g_TouchData.y = AMotionEvent_getY(event, 0);
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if (code == AMOTION_EVENT_ACTION_DOWN || code == AMOTION_EVENT_ACTION_POINTER_DOWN) {
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g_TouchData.down = true;
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} else if (code == AMOTION_EVENT_ACTION_UP || code == AMOTION_EVENT_ACTION_POINTER_UP || code == AMOTION_EVENT_ACTION_CANCEL) {
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g_TouchData.down = false;
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}
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g_TouchData.count++;
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}
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}
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return res;
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}
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// 渲染钩子
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EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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if (!g_Initialized) {
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EGLint width, height;
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eglQuerySurface(dpy, surface, EGL_WIDTH, &width);
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eglQuerySurface(dpy, surface, EGL_HEIGHT, &height);
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)width, (float)height);
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float scale = (float)width / 1920.0f;
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ImGui::GetStyle().ScaleAllSizes(scale > 1.2f ? scale : 1.2f);
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ImGui_ImplOpenGL3_Init("#version 300 es");
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g_Initialized = true;
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LOGI("ImGui Initialized: %d x %d", width, height);
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}
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if (g_ShowMenu) {
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// 【核心】在渲染前强行同步触摸状态
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ImGuiIO& io = ImGui::GetIO();
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io.MousePos = ImVec2(g_TouchData.x, g_TouchData.y);
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io.MouseDown[0] = g_TouchData.down;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("AndKitty SGame Debugger", &g_ShowMenu)) {
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ImGui::Text("Captured: %d", g_TouchData.count);
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ImGui::Text("Pos: %.1f, %.1f", g_TouchData.x, g_TouchData.y);
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ImGui::Text("Status: %s", g_TouchData.down ? "DOWN" : "UP");
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ImGui::Separator();
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static bool test = false;
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ImGui::Checkbox("Test Feature", &test);
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if (ImGui::Button("Close Menu")) g_ShowMenu = false;
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}
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ImGui::End();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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return old_eglSwapBuffers(dpy, surface);
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}
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void* init_thread(void*) {
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// 既然日志显示 08:57 已经加载了 libunity.so,我们缩短等待
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sleep(5);
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// 1. Hook 渲染
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void* swap_addr = dlsym(RTLD_DEFAULT, "eglSwapBuffers");
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if (swap_addr) DobbyHook(swap_addr, (void*)hook_eglSwapBuffers, (void**)&old_eglSwapBuffers);
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// 2. Hook AInputQueue_getEvent
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// 它是 Unity 拿事件的总阀门,不管 Unity 内部怎么读,只要它拿了,我们就拦
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void* getEvent_addr = dlsym(RTLD_DEFAULT, "AInputQueue_getEvent");
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if (!getEvent_addr) {
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void* h_android = dlopen("libandroid.so", RTLD_NOW);
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if (h_android) getEvent_addr = dlsym(h_android, "AInputQueue_getEvent");
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}
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if (getEvent_addr) {
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LOGI("Hooking AInputQueue_getEvent...");
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DobbyHook(getEvent_addr, (void*)hook_AInputQueue_getEvent, (void**)&old_getEvent);
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}
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LOGI("New Hook Strategy Applied.");
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return nullptr;
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}
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__attribute__((constructor)) void init_plugin() {
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pthread_t t;
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pthread_create(&t, nullptr, init_thread, nullptr);
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}
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