本文提供的代码仅供参考。不建议用于生产环境。
可能有些地方在最新版本的Auto.js上面需要做修改,才能运行。
Auto.js是利用安卓系统的“辅助功能”实现类似于按键精灵一样,可以通过代码模拟一系列界面动作的辅助工作。
与“按键精灵”不同的是,它的模拟动作并不是简单的使用在界面定坐标点来实现,而是类似与win一般,找窗口句柄来实现的。
Auto.js使用JavaScript作为脚本语言,目前使用Rhino 1.7.7.2作为脚本引擎,支持ES5与部分ES6特性。
Auto.js Pro安卓全分辨率免ROOT引流脚本开发视频教程(HD超清1080p)
Auto.js Pro开发文档
文档尚在完善中,可能有文档描述和代码实际行为有出入的情况。
吸引我使用Auto.js Pro的原因有很多。最主要的几个原因是:
// 此代码由飞云脚本圈www.feiyunjs.com整理提供
"ui";
/**
*完成时间: 2019年3月6日 下午6:50:57
*测试机型: meizu_M5 Note
*Auto.js版本: 4.1.0 Alpha5
*屏幕: 1080*1920
*API: 24
*备注: 加入更高级的图像缩放查看功能。(不同往日)
**/
ui.layout(
);
var storage = storages.create("传感器图像");
var sensorName = storage.get("sensor", {
value: "gyroscope",
name: "陀螺仪传感器"
});
//sleep(1000);
events.on("exit", function() {
storage.put("sensor", sensorName);
});
//importClass(android.graphics.Paint);
//importClass(android.graphics.Canvas);
//importClass(android.graphics.Bitmap);
var SensorAry = new Array;
//忽略不支持的传感器,即使有传感器不支持也不抛出异常
//sensors.ignoresUnsupportedSensor = true;
var sensorsList = [{
value: "accelerometer",
name: "加速度传感器"
},
{
value: "orientation",
name: "方向传感器"
},
{
value: "gyroscope",
name: "陀螺仪传感器"
},
{
value: "magnetic_field",
name: "磁场传感器"
},
{
value: "gravity",
name: "重力传感器"
},
{
value: "linear_acceleration",
name: "线性加速度传感器"
},
{
value: "ambient_temperature",
name: "环境温度传感器"
},
{
value: "light",
name: "光线传感器"
},
{
value: "pressure",
name: "压力传感器"
},
{
value: "proximity",
name: "距离传感器"
},
{
value: "relative_humidity",
name: "湿度传感器"
}
];
ui.list.setDataSource(sensorsList);
ui.text.setText(String(sensorName.name));
function SensorFun() {
var ary = new Array;
for (var i = 0; i < arguments.length; i++) {
if (typeof arguments[i] == "number") {
ary.push(arguments[i]);
};
};
ui.run(() => {
ui.text1.setText(String(ary.map(function(a) {
return Math.round(a * 10) / 10
})));
});
SensorAry.push(ary);
if (SensorAry.length >= 100) {
for (var i = 0; i < 5; i++) {
SensorAry.shift();
};
};
};
//传感器
var sensor = sensors.register(sensorName.value, sensors.delay.ui);
if (sensor) {
sensor.on("change", SensorFun);
} else {
toastLog("不支持此传感器");
};
ui.list.on("item_click", function(item, i, itemView, listView) {
//传感器
var newsensor = sensors.register(item.value, sensors.delay.ui);
if (newsensor) {
ui.run(() => {
ui.text.setText(item.name);
});
sensors.unregister(sensor);
sensor = newsensor;
sensorName = item;
sensor.on("change", SensorFun);
} else {
toastLog("不支持此传感器");
};
});
var paint = new android.graphics.Paint;
paint.setStrokeWidth(5);
paint.setTextAlign(Paint.Align.LEFT); //写字左
var ASX = new XYToMatrix(null, 3);
var rainbowColor = [{
色: "赤色",
值: [255, 0, 0]
},
{
色: "橙色",
值: [255, 165, 0]
},
{
色: "黄色",
值: [255, 255, 0]
},
{
色: "绿色",
值: [0, 255, 0]
},
{
色: "青色",
值: [0, 127, 255]
},
{
色: "蓝色",
值: [0, 0, 255]
},
{
色: "紫色",
值: [139, 0, 255]
}
];
ui.canvas.on("draw", function(canvas) {
var w = canvas.getWidth() - 50,
h = canvas.getHeight();
canvas.drawARGB(255, 127, 127, 127);
canvas.setMatrix(ASX.matrix);
var scale = ASX.getScaling();
//得到缩放比例。
paint.setColor(colors.BLACK);
canvas.drawLine(w, h / 2 - h / 2 / scale, w, h / 2 + h / 2 / scale, paint);
canvas.drawLine(w, h / 2, w - w / scale, h / 2, paint);
var x = w,
y = h * 0.5;
var sw = 15 / scale,
sh = 25;
var ic = 1 / scale;
var fw = 25 / scale;
var size = 30 / scale;
paint.setTextSize(size);
paint.setStrokeWidth(5 / scale); //边缘宽度
//绘制刻度图
for (var i = -fw; i <= fw; i += ic) {
var ia = Math.round(Math.round(i * (1 / ic)) / (1 / ic));
var hy = y - ia * sh;
paint.setARGB(31, 0, 0, 0);
canvas.drawLine(w - w / scale, hy, w, hy, paint);
paint.setARGB(127, 0, 0, 0);
//paint.setStrokeWidth(1); //边缘宽度
paint.setStyle(Paint.Style.FILL); //实心样式
canvas.drawText(String(ia), w, hy + 0.365 * size, paint);
};
//paint.setStrokeWidth(5); //边缘宽度
//绘制折线图。
for (var i = 1; i <= SensorAry.length; i++) {
var ary = SensorAry[SensorAry.length - i];
var bary = SensorAry[SensorAry.length - i - 1];
var X = x - i * sw;
var bX = x - (i + 1) * sw;
if (bary) {
for (var ii = 0; ii < ary.length; ii++) {
var cy = y - ary[ii] * sh;
var bcy = y - bary[ii] * sh;
if (bcy) {
paint.setColor(colors.rgb.apply(colors, rainbowColor[ii].值));
canvas.drawLine(inon(X, 0, w), inon(cy, 0, h), inon(bX, 0, w), inon(bcy, 0, h), paint);
};
};
};
};
});
//可以用两只手指移动缩放图像。
ui.canvas.setOnTouchListener(ASX.touchListener);
function inon(a, b, c) {
return (a >= b || a < c) ? a : (a >= b ? c - 1 : b);
};
function getsd(s, ary) {
var sum = weiyi(ary);
var S = (s / sum) || 0;
for (var i = 0; i < ary.length; i++) {
ary[i] = ary[i] * S;
};
return ary;
};
function weiyi(ary) {
var sum = 0;
for (var i = 0; i < ary.length; i++) {
sum += Math.pow(ary[i], 2);
};
return Math.sqrt(sum);
};
function kdfx(Y) {
var x = Math.cos(Y % 360 / 360 * 2 * Math.PI);
var y = Math.sin(Y % 360 / 360 * 2 * Math.PI);
return [x, y];
};
function ydfx(ary) {
var ary = getsd(1, ary);
var x = ary[0],
y = ary[1];
var Y = Math.asin(y) / (2 * Math.PI) * 360;
if (x < 0) {
Y = 180 - Y;
};
return Y;
};
/*
function eraseColor() {
void eraseColor(int)
}
*/
function 反色(color) {
return (-1 - colors.argb(0, colors.red(color), colors.green(color), colors.blue(color)));
};
function XYToMatrix(matrix, maxPoints) {
//通过多点触控来设置matrix从而来缩放图像。
//第2个参数。最大的手指数量。手指数量超过之后matrix将初始化。
this.matrix = matrix || new android.graphics.Matrix;
this.invertMatrix = new android.graphics.Matrix;
this.matrix.invert(this.invertMatrix);
this.getScaling = function(ary) {
//获取缩放比例。
ary = Array.isArray(ary) ? ary : [0, 0, 100, 100];
try {
var Ary = this.matrixPoints(this.matrix, ary);
return this.weiyi([Ary[2] - Ary[0], Ary[3] - Ary[1]]) / this.weiyi(ary);
} catch (e) {
toastLog(e);
};
};
this.maxPoints = maxPoints || 2;
this.maxPointsListener = () => {};
this.Touch = {
Matrix: this.matrix,
PointStart: new Array,
PointCurrent: new Array,
};
this.touchListener = new android.view.View.OnTouchListener((view, event) => {
try {
var W = view.getWidth();
var H = view.getHeight();
var PC = event.getPointerCount();
switch (event.getActionMasked()) {
case event.ACTION_MOVE:
try {
for (let i = 0; i < PC; i++) {
let id = event.getPointerId(i);
let x = event.getX(i);
let y = event.getY(i);
this.Touch.PointCurrent[i * 2] = x;
this.Touch.PointCurrent[i * 2 + 1] = y;
};
//记录当前各手指坐标信息。
if (PC > this.maxPoints) { //手指数大于4个虽然记录坐标信息,但是不进行矩阵操作。
this.maxPointsListener(view, event);
break;
};
var Matrix = new android.graphics.Matrix();
Matrix.setPolyToPoly(this.Touch.PointStart, 0, this.Touch.PointCurrent, 0, PC > 4 ? 4 : PC);
this.matrix = new android.graphics.Matrix();
this.matrix.setConcat(Matrix, this.Touch.Matrix);
//进行矩阵运算并刷新矩阵。
this.matrix.invert(this.invertMatrix);
//反矩阵
} catch (e) {
throw "MOVE " + e;
};
break;
case event.ACTION_CANCEL:
//log("CANCEL");
this.Touch.PointStart = new Array;
this.Touch.PointCurrent = new Array;
break;
case event.ACTION_OUTSIDE:
//log("OUTSIDE");
break;
default:
var I = Math.floor(event.getAction() / 256);
var ID = event.getPointerId(I);
var X = event.getX(I);
var Y = event.getY(I);
switch (event.getActionMasked()) {
case event.ACTION_DOWN:
try {
log("down");
//当有新的手指按下时使坐标差为零。//开始新的多指矩阵运算方式
this.Touch.PointStart.splice(I * 2, 0, X, Y);
this.Touch.PointCurrent.splice(I * 2, 0, X, Y);
this.Touch.Matrix = this.matrix;
//log(this.Touch.Matrix);
} catch (e) {
throw "DOWN " + e;
};
break;
case event.ACTION_UP:
//最后一个手指抬起。
log("up");
this.Touch.PointStart = new Array;
this.Touch.PointCurrent = new Array;
break;
case event.ACTION_POINTER_DOWN:
log("POINTER_DOWN");
try {
//当有新的手指按下时使坐标差为零。//开始新的多指矩阵运算方式
this.Touch.PointStart.splice(I * 2, 0, X, Y);
this.Touch.PointCurrent.splice(I * 2, 0, X, Y);
//获取点的总数量。
this.Touch.Matrix = this.matrix;
for (let i = 0; i < PC; i++) {
this.Touch.PointStart[i * 2] = this.Touch.PointCurrent[i * 2];
this.Touch.PointStart[i * 2 + 1] = this.Touch.PointCurrent[i * 2 + 1];
};
//保存坐标的数组。
if (PC > this.maxPoints) { //手指数大于4个化为原始矩阵虽然记录坐标信息,但是不进行矩阵操作。
this.maxPointsListener(view, event);
break;
};
var Matrix = new android.graphics.Matrix();
Matrix.setPolyToPoly(this.Touch.PointStart, 0, this.Touch.PointCurrent, 0, PC > 4 ? 4 : PC);
this.matrix = new android.graphics.Matrix();
this.matrix.setConcat(Matrix, this.Touch.Matrix);
//进行矩阵运算并刷新矩阵。
this.matrix.invert(this.invertMatrix);
//反矩阵
} catch (e) {
throw "P_DOWN " + e;
};
break;
case event.ACTION_POINTER_UP:
log("POINTER_UP");
try {
this.Touch.Matrix = this.matrix;
for (let i = 0; i < PC; i++) {
this.Touch.PointStart[i * 2] = this.Touch.PointCurrent[i * 2];
this.Touch.PointStart[i * 2 + 1] = this.Touch.PointCurrent[i * 2 + 1];
};
this.Touch.PointStart.splice(I * 2, 2);
this.Touch.PointCurrent.splice(I * 2, 2);
} catch (e) {
throw "P_UP " + e;
};
break;
};
};
} catch (e) {
throw "imgTouch: " + e;
};
return true;
});
this.matrixPoints = function(matrix, ary) {
//通过矩阵运算坐标数组。但是需要转换为浮点数组。
var ary = this.toJavaArray("float", ary);
matrix.mapPoints(ary);
return this.toJsArray(ary);
};
this.toJavaArray = function(type, ary) {
//var Ary = java.lang.reflect.Array.newInstance( java.lang.Float.TYPE, 4);
var Ary = util.java.array(type, ary.length);
for (let i in ary) {
Ary[i] = ary[i];
};
return Ary;
};
this.toJsArray = function(ary) {
var Ary = new Array(ary.length);
for (let i in ary) {
Ary[i] = ary[i];
};
return Ary;
};
this.getsd = (s, ary) => {
var sum = this.weiyi(ary);
var S = (s / sum) || 0;
for (var i = 0; i < ary.length; i++) {
ary[i] = ary[i] * S;
};
return ary;
};
this.weiyi = function(ary) {
var sum = 0;
for (var i = 0; i < ary.length; i++) {
sum += Math.pow(ary[i], 2);
};
return Math.sqrt(sum);
};
this.kdfx = function(Y) {
var x = Math.cos(Y % 360 / 360 * 2 * Math.PI);
var y = Math.sin(Y % 360 / 360 * 2 * Math.PI);
return [x, y];
};
this.ydfx = (ary) => {
var ary = this.getsd(1, ary);
var x = ary[0],
y = ary[1];
var Y = Math.asin(y) / (2 * Math.PI) * 360;
if (x < 0) {
Y = 180 - Y;
};
return Y;
};
};