来自看雪:Cocos2dlua手游 Lua解密与资源解密实战
https://mp.weixin.qq.com/s/WeYxlXZvCPv\_3nGgeKdunw
Cocos2dlua 逆向相关学习,略有删减,直接进入正文
APK大致如下:
.
├── assets
│ ├── res
│ │ ├── ani
│ │ │ └── logo
│ │ │ └── logo.png
│ ├── src
│ │ ├── main.lua
│ │ └── main.lua64
├── lib
│ ├── arm64\-v8a
│ │ ├── libBugly.so
│ │ └── libcocos2dlua.so
│ └── armeabi\-v7a
│ ├── libBugly.so
│ └── libcocos2dlua.so
└── stamp\-cert-sha256
其中.lua64为标准LuaJit文件,而.lua的文件头有点奇怪。
.lua文件头:abcd,再看资源文件.png,发现也是加密的:
综上,我们需要实现的目标:1、解密.lua文件;2、解密.png文件。
这个不多介绍了窝,在理论篇中已经提到了。对于此样本的LuaJit的版本是2.1.0-Beta2,并且没有魔改Opcode。
Lua文件加载流程:想要解密.lua文件,了解coco2d-x加载Lua的流程必不可少。
Cocos2d-x环境搭建:参考官方Docs,搭建所需环境:
由于Android的应用层是从Activity开始的,也就是创建完一个Cocos2dx后src文件夹下的Java文件,其中主要看Activity创建时的操作。
package org.cocos2dx.lua;
import android.os.Bundle;
import org.cocos2dx.lib.Cocos2dxActivity;
public class AppActivity extends Cocos2dxActivity{
@Override
protected void onCreate(Bundle savedInstanceState) {
super.setEnableVirtualButton(false);
super.onCreate(savedInstanceState);
// Workaround in https://stackoverflow.com/questions/16283079/re-launch-of-activity-on-home-button-but-only-the-first-time/16447508
if (!isTaskRoot()) {
// Android launched another instance of the root activity into an existing task
// so just quietly finish and go away, dropping the user back into the activity
// at the top of the stack (ie: the last state of this task)
// Don't need to finish it again since it's finished in super.onCreate .
return;
}
// DO OTHER INITIALIZATION BELOW
}
}
这个方法很简单,就只调用了父类Cocos2dxActivity的onCreate方法:
@Override
protected void onCreate(final Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Workaround in https://stackoverflow.com/questions/16283079/re-launch-of-activity-on-home-button-but-only-the-first-time/16447508
if (!isTaskRoot()) {
// Android launched another instance of the root activity into an existing task
// so just quietly finish and go away, dropping the user back into the activity
// at the top of the stack (ie: the last state of this task)
finish();
Log.w(TAG, "\[Workaround\] Ignore the activity started from icon!");
return;
}
this.hideVirtualButton();
onLoadNativeLibraries();
sContext \= this;
this.mHandler = new Cocos2dxHandler(this);
Cocos2dxHelper.init(this);
this.mGLContextAttrs = getGLContextAttrs();
this.init();
if (mVideoHelper == null) {
mVideoHelper \= new Cocos2dxVideoHelper(this, mFrameLayout);
}
if(mWebViewHelper == null){
mWebViewHelper \= new Cocos2dxWebViewHelper(mFrameLayout);
}
if(mEditBoxHelper == null){
mEditBoxHelper \= new Cocos2dxEditBoxHelper(mFrameLayout);
}
Window window \= this.getWindow();
window.setSoftInputMode(WindowManager.LayoutParams.SOFT\_INPUT\_ADJUST\_PAN);
// Audio configuration
this.setVolumeControlStream(AudioManager.STREAM\_MUSIC);
}
在这个方法中主要看Cocos2dxActivity的初始化方法init,Cocos2dxHandler是工具辅助类,不是重点。
public Cocos2dxGLSurfaceView onCreateView() {
Cocos2dxGLSurfaceView glSurfaceView \= new Cocos2dxGLSurfaceView(this);
//this line is need on some device if we specify an alpha bits
// FIXME: is it needed? And it will cause afterimage.
// if(this.mGLContextAttrs\[3\] > 0) glSurfaceView.getHolder().setFormat(PixelFormat.TRANSLUCENT);
// use custom EGLConfigureChooser
Cocos2dxEGLConfigChooser chooser = new Cocos2dxEGLConfigChooser(this.mGLContextAttrs);
glSurfaceView.setEGLConfigChooser(chooser);
return glSurfaceView;
}
// ......
public void init() {
// FrameLayout 初始化窗口布局
ViewGroup.LayoutParams framelayout\_params =
new ViewGroup.LayoutParams(ViewGroup.LayoutParams.MATCH\_PARENT,
ViewGroup.LayoutParams.MATCH\_PARENT);
mFrameLayout \= new ResizeLayout(this);
mFrameLayout.setLayoutParams(framelayout\_params);
// Cocos2dxEditText layout 初始化Cocos2dx的文本编辑布局
ViewGroup.LayoutParams edittext\_layout\_params =
new ViewGroup.LayoutParams(ViewGroup.LayoutParams.MATCH\_PARENT,
ViewGroup.LayoutParams.WRAP\_CONTENT);
Cocos2dxEditBox edittext \= new Cocos2dxEditBox(this);
edittext.setLayoutParams(edittext\_layout\_params);
mFrameLayout.addView(edittext);
// Cocos2dxGLSurfaceView 初始化Cocos2dx视图
this.mGLSurfaceView = this.onCreateView();
// ...add to FrameLayout 将Cocos2dxGLSurfaceView加入到当前的窗口布局中
mFrameLayout.addView(this.mGLSurfaceView);
// Switch to supported OpenGL (ARGB888) mode on emulator
// this line dows not needed on new emulators and also it breaks stencil buffer
//if (isAndroidEmulator()) // 在模拟器中切换支持OpenGL模式的渲染(ARGB888)
// this.mGLSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
// 设置Cocos2dx的渲染器
this.mGLSurfaceView.setCocos2dxRenderer(new Cocos2dxRenderer());
//设置Cocos2dx的文本编辑
this.mGLSurfaceView.setCocos2dxEditText(edittext);
// Set framelayout as the content view
// 把显示布局(即Cocos2dx的视图)绑定到Activity上,建立显示窗口
setContentView(mFrameLayout);
}
首先在init中先看this.mGLSurfaceView = this.onCreateView();this.mGLSurfaceView是一个Cocos2dxGLSurfaceView类。 进入到Cocos2dxGLSurfaceView这个类,可以看到时继承于GLSurfaceView(可以把GLSurfaceView看成一个视图,里面有个方法设置了这个视图的渲染器,然后通过这个渲染器来进行画面的渲染)。
在Android中,GLSurfaceView是一个支持OpenGL的渲染视图,通过继承SurfaceView中的surface来渲染OpenGL。
并提供了以下特性(来源于网上):
重点是自定义的渲染器,也就是Cocos2dx引擎封装的渲染器。 进入Cocos2dxRenderer类,看到他是继承GLSurfaceView.Renderer接口,这个接口定义了三个方法:
onSurfaceCreated: 创建GLSurfaceView时被调用,只调用一次,做初始化工作
onSurfaceChanged: 当GLSurfaceView的几何体被改变时被调用
onDrawFrame: 绘制渲染GLSurfaceView
onSurfaceCreated:
@Override
public void onSurfaceCreated(final GL10 GL10, final EGLConfig EGLConfig) {
Cocos2dxRenderer.nativeInit(this.mScreenWidth, this.mScreenHeight);
this.mLastTickInNanoSeconds = System.nanoTime();
mNativeInitCompleted \= true;
}
nativeInit是一个Native函数:
private static native void nativeInit(final int width, final int height);
具体实现在frameworks\cocos2d-x\cocos\platform\android\javaactivity-android.cpp中:
JNIEXPORT void Java\_org\_cocos2dx\_lib\_Cocos2dxRenderer\_nativeInit(JNIEnv\* env, jobject thiz, jint w, jint h)
{
auto director \= cocos2d::Director::getInstance();
auto glview \= director->getOpenGLView();
if (!glview)
{
glview \= cocos2d::GLViewImpl::create("Android app");
glview\->setFrameSize(w, h);
director\->setOpenGLView(glview);
cocos2d::Application::getInstance()\->run();
}
else
{
cocos2d::Director::getInstance()\->resetMatrixStack();
cocos2d::EventCustom recreatedEvent(EVENT\_RENDERER\_RECREATED);
director\->getEventDispatcher()->dispatchEvent(&recreatedEvent);
director\->setGLDefaultValues();
cocos2d::VolatileTextureMgr::reloadAllTextures();
}
cocos2d::network::\_preloadJavaDownloaderClass();
}
重点是cocos2d::Application::getInstance()->run()。
int Application::run()
{
// Initialize instance and cocos2d.
if (! applicationDidFinishLaunching())
{
return 0;
}
return -1;
}
applicationDidFinishLaunching,没错这就是游戏逻辑的入口了:
bool AppDelegate::applicationDidFinishLaunching()
{
// set default FPS
Director::getInstance()->setAnimationInterval(1.0 / 60.0f);
// register lua module
// 初始化 LuaEngine, 在 getInstance 中会初始化 LuaStack, LuaStack 初始化 Lua 环境相关
auto engine = LuaEngine::getInstance();
// 将 LuaEngine 添加到脚本引擎管理器 ScriptEngineManager 中
ScriptEngineManager::getInstance()->setScriptEngine(engine);
// 获取 Lua 环境
lua\_State\* L = engine->getLuaStack()->getLuaState();
// 注册额外的 C++ API 相关,比如 cocosstudio, spine, audio 相关
lua\_module\_register(L);
// 设置 cocos 自带的加密相关
register\_all\_packages();
// 在 LuaStack::executeScriptFile 执行脚本文件时,会通过 LuaStack::luaLoadBuffer 对文件进行解密
LuaStack\* stack = engine->getLuaStack();
stack\->setXXTEAKeyAndSign("2dxLua", strlen("2dxLua"), "XXTEA", strlen("XXTEA"));
//register custom function
//LuaStack\* stack = engine->getLuaStack();
//register\_custom\_function(stack->getLuaState());
#if CC\_64BITS
FileUtils::getInstance()\->addSearchPath("src/64bit");
#endif
FileUtils::getInstance()\->addSearchPath("src");
FileUtils::getInstance()\->addSearchPath("res");
if (engine->executeScriptFile("main.lua"))
{
return false;
}
return true;
}
LuaEngine::getInstance();这段代码实例化了LuaEngine。 下面分析LuaEngine初始化过程:
LuaEngine\* LuaEngine::getInstance(void)
{
if (!\_defaultEngine)
{
\_defaultEngine \= new (std::nothrow) LuaEngine();
\_defaultEngine\->init();
}
return \_defaultEngine;
}
接下来是_defaultEngine->init():
bool LuaEngine::init(void)
{
\_stack \= LuaStack::create();
\_stack\->retain();
return true;
}
继续进入:
LuaStack \*LuaStack::create()
{
LuaStack \*stack = new (std::nothrow) LuaStack();
stack\->init();
stack\->autorelease();
return stack;
}
下面是stack->init():
bool LuaStack::init()
{
// 初始化Lua环境并打开标准库
\_state = lua\_open();
luaL\_openlibs(\_state);
toluafix\_open(\_state);
// Register our version of the global "print" function
// 注册全局函数print到lua中,它会覆盖lua库中的print方法
const luaL\_Reg global\_functions \[\] = {
{"print", lua\_print},
{"release\_print",lua\_release\_print},
{nullptr, nullptr}
};
// 注册全局变量
luaL\_register(\_state, "\_G", global\_functions);
// 注册cocos2d-x引擎的API到lua环境中
g\_luaType.clear();
register\_all\_cocos2dx(\_state);
register\_all\_cocos2dx\_backend(\_state);
register\_all\_cocos2dx\_manual(\_state);
register\_all\_cocos2dx\_module\_manual(\_state);
register\_all\_cocos2dx\_math\_manual(\_state);
register\_all\_cocos2dx\_shaders\_manual(\_state);
register\_all\_cocos2dx\_bytearray\_manual(\_state);
tolua\_luanode\_open(\_state);
register\_luanode\_manual(\_state);
#if CC\_USE\_PHYSICS
// 导入使用的physics相关API
register\_all\_cocos2dx\_physics(\_state);
register\_all\_cocos2dx\_physics\_manual(\_state);
#endif
#if (CC\_TARGET\_PLATFORM == CC\_PLATFORM\_IOS || CC\_TARGET\_PLATFORM == CC\_PLATFORM\_MAC)
// 导入ios下调用object-c相关API
LuaObjcBridge::luaopen\_luaoc(\_state);
#endif
#if (CC\_TARGET\_PLATFORM == CC\_PLATFORM\_ANDROID)
// 导入android下调用java相关API
LuaJavaBridge::luaopen\_luaj(\_state);
#endif
register\_all\_cocos2dx\_deprecated(\_state);
register\_all\_cocos2dx\_manual\_deprecated(\_state);
tolua\_script\_handler\_mgr\_open(\_state);
// add cocos2dx loader
// 添加Lua的加载器,该方法将cocos2dx\_lua\_loader方法添加到Lua全局变量package下的loaders成员中
// 当requires加载脚本时,Lua会使用package下的loaders中的加载器,即cocos2dx\_lua\_loader来加载
// 设定cocos2dx\_lua\_loader,可以使得我们自定义设置搜索路径相关,且拓展实现对脚本的加密解密相关
addLuaLoader(cocos2dx\_lua\_loader);
return true;
}
重点在cocos2dx_lua_loader方法(这个方法在frameworks\cocos2d-x\cocos\scripting\lua-bindings\manual\Cocos2dxLuaLoader.cpp):
int cocos2dx\_lua\_loader(lua\_State \*L)
{
// 后缀为luac和lua
static const std::string BYTECODE\_FILE\_EXT = ".luac";
static const std::string NOT\_BYTECODE\_FILE\_EXT = ".lua";
// require传入的要加载的文件名,例如:require("a.b") 查找文件为:a/b.lua
std::string filename(luaL\_checkstring(L, 1));
size\_t pos \= filename.rfind(BYTECODE\_FILE\_EXT);
// 去掉后缀名".luac"或“.lua”
if (pos != std::string::npos && pos == filename.length() - BYTECODE\_FILE\_EXT.length())
filename \= filename.substr(0, pos);
else
{
pos \= filename.rfind(NOT\_BYTECODE\_FILE\_EXT);
if (pos != std::string::npos && pos == filename.length() - NOT\_BYTECODE\_FILE\_EXT.length())
filename \= filename.substr(0, pos);
}
// 将 "." 替换为 "/"
pos = filename.find\_first\_of('.');
while (pos != std::string::npos)
{
filename.replace(pos, 1, "/");
pos \= filename.find\_first\_of('.');
}
// search file in package.path
Data chunk;
std::string chunkName;
FileUtils\* utils = FileUtils::getInstance();
// 获取 package.path 的变量
lua\_getglobal(L, "package");
lua\_getfield(L, \-1, "path");
// 通过 package.path 获取搜索路径相关,该路径为模版路径,格式类似于:
// ?; ?.lua; c:\\Users\\?; /usr/local/lua/lua/?/?.lua 以“;”作为分割符
std::string searchpath(lua\_tostring(L, -1));
lua\_pop(L, 1);
size\_t begin \= 0;
size\_t next \= searchpath.find\_first\_of(';', 0);
// 遍历 package.path 中的所有路径,查找文件是否存在,若文件存在则通过 getDataFromFile 读取文件数据
do
{
if (next == std::string::npos)
next \= searchpath.length();
std::string prefix = searchpath.substr(begin, next-begin);
if (prefix\[0\] == '.' && prefix\[1\] == '/')
prefix \= prefix.substr(2);
pos \= prefix.rfind(BYTECODE\_FILE\_EXT);
if (pos != std::string::npos && pos == prefix.length() - BYTECODE\_FILE\_EXT.length())
{
prefix \= prefix.substr(0, pos);
}
else
{
pos \= prefix.rfind(NOT\_BYTECODE\_FILE\_EXT);
if (pos != std::string::npos && pos == prefix.length() - NOT\_BYTECODE\_FILE\_EXT.length())
prefix \= prefix.substr(0, pos);
}
pos \= prefix.find\_first\_of('?', 0);
while (pos != std::string::npos)
{
prefix.replace(pos, 1, filename);
pos \= prefix.find\_first\_of('?', pos + filename.length() + 1);
}
chunkName \= prefix + BYTECODE\_FILE\_EXT;
if (utils->isFileExist(chunkName)) // && !utils->isDirectoryExist(chunkName))
{
chunk \= utils->getDataFromFile(chunkName);
break;
}
else
{
chunkName \= prefix + NOT\_BYTECODE\_FILE\_EXT;
if (utils->isFileExist(chunkName) ) //&& !utils->isDirectoryExist(chunkName))
{
chunk \= utils->getDataFromFile(chunkName);
break;
}
else
{
chunkName \= prefix;
if (utils->isFileExist(chunkName)) // && !utils->isDirectoryExist(chunkName))
{
chunk \= utils->getDataFromFile(chunkName);
break;
}
}
}
// 指定搜素路径下不存在该文件, 下一个
begin = next + 1;
next \= searchpath.find\_first\_of(';', begin);
} while (begin < searchpath.length());
// 判断文件内容是否获取成功
if (chunk.getSize() > 0)
{
// 加载文件
LuaStack\* stack = LuaEngine::getInstance()->getLuaStack();
stack\->luaLoadBuffer(L, reinterpret\_cast<const char\*>(chunk.getBytes()),
static\_cast<int\>(chunk.getSize()), chunkName.c\_str());
}
else
{
CCLOG("can not get file data of %s", chunkName.c\_str());
return 0;
}
return 1;
}
通过此处的代码,可以了解到cocos2d-x是如何搜索指定的lua文件。 同时也会明白require为何可以使用 "." 来设定文件路径了,比如:
require "cocos.cocos2d.Cocos2d"
require "cocos.cocos2d.Cocos2dConstants"
require "cocos.cocos2d.functions"
再来看下stack->luaLoadBuffer的实现:
int LuaStack::luaLoadBuffer(lua\_State \*L, const char \*chunk, int chunkSize, const char \*chunkName)
{
int r = 0;
// 判断是否加密,若lua脚本加密,则解密后在加载脚本文件
// luaL\_loadbuffer 用于加载并编译Lua代码,并将其压入栈中
if (\_xxteaEnabled && strncmp(chunk, \_xxteaSign, \_xxteaSignLen) == 0)
{
// decrypt XXTEA
xxtea\_long len = 0;
unsigned char\* result = xxtea\_decrypt((unsigned char\*)chunk + \_xxteaSignLen,
(xxtea\_long)chunkSize \- \_xxteaSignLen,
(unsigned char\*)\_xxteaKey,
(xxtea\_long)\_xxteaKeyLen,
&len);
unsigned char\* content = result;
xxtea\_long contentSize \= len;
skipBOM((const char\*&)content, (int&)contentSize);
r \= luaL\_loadbuffer(L, (char\*)content, contentSize, chunkName);
free(result);
}
else
{
skipBOM(chunk, chunkSize);
r \= luaL\_loadbuffer(L, chunk, chunkSize, chunkName);
}
// 判定内容是否存在错误
#if defined(COCOS2D\_DEBUG) && COCOS2D\_DEBUG > 0
if (r)
{
switch (r)
{
case LUA\_ERRSYNTAX:
// 语法错误
CCLOG("\[LUA ERROR\] load \\"%s\\", error: syntax error during pre-compilation.", chunkName);
break;
case LUA\_ERRMEM:
// 内存分配错误
CCLOG("\[LUA ERROR\] load \\"%s\\", error: memory allocation error.", chunkName);
break;
case LUA\_ERRFILE:
// 文件错误
CCLOG("\[LUA ERROR\] load \\"%s\\", error: cannot open/read file.", chunkName);
break;
default:
// 未知错误
CCLOG("\[LUA ERROR\] load \\"%s\\", error: unknown.", chunkName);
}
}
#endif
return r;
}
至此,Lua文件的加载流程结束。 下面是Lua文件主要加载流程图
了解了Coco2d-x Lua文件基本的加载流程,可以帮助我们很快的定位关键方法。
快速定位:由于所有的Lua文件加载必定经过cocos2d::LuaStack::luaLoadBuffer,所以可以直接定位,进行回溯。
定位至cocos2dx_lua_loader:
在luaLoadBuffer前调用了decodeLuaData,怀疑这就是解密Lua的关键方法。
下面是伪代码:
\_BYTE \*\_\_fastcall decodeLuaData(cocos2d::Data \*a1, int \*size)
{
\_BYTE \*v3; // r0
\_BYTE \*v4; // r5
int v6; // r0
int v7; // r2
int v8; // r3
bool v9; // cc
unsigned int v10; // r1
\_BYTE \*v11; // r12
\_BYTE \*v12; // r0
char v13; // t1
\_BYTE \*v14; // r0
char v15\[4\]; // \[sp+0h\] \[bp-18h\]
v3 \= (\_BYTE \*)cocos2d::Data::getBytes(a1);
v4 \= v3;
if ( \*size > 8 && \*v3 == 'a' && v3\[1\] == 'b' && v3\[2\] == 'c' && v3\[3\] == 'd' )
{
v6 \= \_hexToDecimal(v3 + 4, 4);
v7 \= \*size;
v8 \= 0;
v9 \= \*size <= 8;
v15\[3\] = v6;
v15\[2\] = (unsigned \_\_int16)(v6 - 2048) >> 8;
v10 \= (unsigned int)(v6 - 2048) >> 24;
v15\[1\] = (unsigned int)(v6 - 2048) >> 16;
v15\[0\] = (unsigned int)(v6 - 2048) >> 24;
if ( !v9 )
{
v11 \= v4 - 1;
v12 \= v4 + 7;
while ( 1 )
{
v13 \= \*++v12;
++v8;
\*++v11 = v13 ^ v10;
v7 \= \*size;
if ( \*size <= v8 + 8 )
break;
LOBYTE(v10) \= v15\[v8 & 3\];
}
}
v14 \= &v4\[v7 - 8\];
\*v14 = 0;
v14\[1\] = 0;
v14\[2\] = 0;
v14\[3\] = 0;
v14\[4\] = 0;
v14\[5\] = 0;
v14\[6\] = 0;
v14\[7\] = 0;
\*size -= 8;
}
return v4;
}
此方法首先获取文件数据,而后判断文件头,文件头正是abcd。 可以肯定这就是解密.lua的算法。如果不确定,我们可以使用Frida进行Hook验证猜想,我这里就不Hook了。
**算法还原:**要实现算法的还原,我们就要依据伪代码或是汇编代码翻译成可用代码,可以发现IDA所反汇编的伪代码中包含了一些特定的宏,例如:LOBYTE
要了解这些宏的用途,我们可以参考ida_root/plugins/def.h
我这里使用了Python:
import struct
from loguru import logger
def \_hexToDecimal(data, offset):
if offset <= 0:
return 0
return struct.unpack("\>I", data\[:offset\])\[0\]
def LOBYTE(d):
return d & 0xff
def decodeLuaData(data, size):
v4 \= bytearray(data)
v15 \= \[0\] \* 4
if size > 8 and data\[0\] == ord('a') and data\[1\] == ord('b') and data\[2\] == ord('c') and data\[3\] == ord('d'):
logger.info("find special exts")
v6 \= \_hexToDecimal(data\[4:\], 4)
v15\[3\] = v6
v15\[2\] = (v6 - 2048) >> 8
v10 \= (v6 - 2048) >> 24
v15\[1\] = (v6 - 2048) >> 16
v15\[0\] = (v6 - 2048) >> 24
if size > 8:
i \= 0
while 1:
v13 \= v4\[8 + i\]
v4\[i\] \= v13 ^ v10
i += 1
if size <= i + 8:
break
v10 \= LOBYTE(v15\[i & 3\])
size \-= 8
return v4\[:-8\]
解密后,发现还是LuaJit,那么直接类同.lua64反汇编即可。
回到Lua文件加载流程分析时提到的LuaStack::init()方法中,调用了:register_all_cocos2dx
TOLUA\_API int register\_all\_cocos2dx(lua\_State\* tolua\_S)
{
tolua\_open(tolua\_S);
tolua\_module(tolua\_S,"cc",0);
tolua\_beginmodule(tolua\_S,"cc");
lua\_register\_cocos2dx\_Ref(tolua\_S);
lua\_register\_cocos2dx\_Material(tolua\_S);
lua\_register\_cocos2dx\_Console(tolua\_S);
lua\_register\_cocos2dx\_Node(tolua\_S);
lua\_register\_cocos2dx\_Scene(tolua\_S);
lua\_register\_cocos2dx\_TransitionScene(tolua\_S);
lua\_register\_cocos2dx\_TransitionEaseScene(tolua\_S);
lua\_register\_cocos2dx\_TransitionMoveInL(tolua\_S);
lua\_register\_cocos2dx\_TransitionMoveInB(tolua\_S);
lua\_register\_cocos2dx\_AtlasNode(tolua\_S);
lua\_register\_cocos2dx\_TileMapAtlas(tolua\_S);
lua\_register\_cocos2dx\_TransitionMoveInT(tolua\_S);
lua\_register\_cocos2dx\_TMXTilesetInfo(tolua\_S);
lua\_register\_cocos2dx\_TransitionMoveInR(tolua\_S);
lua\_register\_cocos2dx\_Action(tolua\_S);
lua\_register\_cocos2dx\_FiniteTimeAction(tolua\_S);
lua\_register\_cocos2dx\_ActionInstant(tolua\_S);
lua\_register\_cocos2dx\_Hide(tolua\_S);
lua\_register\_cocos2dx\_ParticleSystem(tolua\_S);
lua\_register\_cocos2dx\_ParticleSystemQuad(tolua\_S);
lua\_register\_cocos2dx\_ParticleSpiral(tolua\_S);
lua\_register\_cocos2dx\_GridBase(tolua\_S);
lua\_register\_cocos2dx\_AnimationCache(tolua\_S);
lua\_register\_cocos2dx\_ActionInterval(tolua\_S);
lua\_register\_cocos2dx\_ActionCamera(tolua\_S);
lua\_register\_cocos2dx\_ProgressFromTo(tolua\_S);
lua\_register\_cocos2dx\_MoveBy(tolua\_S);
lua\_register\_cocos2dx\_MoveTo(tolua\_S);
lua\_register\_cocos2dx\_JumpBy(tolua\_S);
lua\_register\_cocos2dx\_EventListener(tolua\_S);
lua\_register\_cocos2dx\_EventListenerKeyboard(tolua\_S);
lua\_register\_cocos2dx\_EventListenerMouse(tolua\_S);
lua\_register\_cocos2dx\_TransitionRotoZoom(tolua\_S);
lua\_register\_cocos2dx\_Event(tolua\_S);
lua\_register\_cocos2dx\_EventController(tolua\_S);
lua\_register\_cocos2dx\_Director(tolua\_S);
lua\_register\_cocos2dx\_Scheduler(tolua\_S);
lua\_register\_cocos2dx\_ActionEase(tolua\_S);
lua\_register\_cocos2dx\_EaseElastic(tolua\_S);
lua\_register\_cocos2dx\_EaseElasticOut(tolua\_S);
lua\_register\_cocos2dx\_EaseQuadraticActionInOut(tolua\_S);
lua\_register\_cocos2dx\_EaseBackOut(tolua\_S);
lua\_register\_cocos2dx\_Texture2D(tolua\_S);
lua\_register\_cocos2dx\_TransitionSceneOriented(tolua\_S);
lua\_register\_cocos2dx\_TransitionFlipX(tolua\_S);
lua\_register\_cocos2dx\_CameraBackgroundBrush(tolua\_S);
lua\_register\_cocos2dx\_CameraBackgroundDepthBrush(tolua\_S);
lua\_register\_cocos2dx\_CameraBackgroundColorBrush(tolua\_S);
lua\_register\_cocos2dx\_GridAction(tolua\_S);
lua\_register\_cocos2dx\_TiledGrid3DAction(tolua\_S);
lua\_register\_cocos2dx\_FadeOutTRTiles(tolua\_S);
lua\_register\_cocos2dx\_FadeOutUpTiles(tolua\_S);
lua\_register\_cocos2dx\_FadeOutDownTiles(tolua\_S);
lua\_register\_cocos2dx\_StopGrid(tolua\_S);
lua\_register\_cocos2dx\_Technique(tolua\_S);
lua\_register\_cocos2dx\_SkewTo(tolua\_S);
lua\_register\_cocos2dx\_SkewBy(tolua\_S);
lua\_register\_cocos2dx\_EaseQuadraticActionOut(tolua\_S);
lua\_register\_cocos2dx\_TransitionProgress(tolua\_S);
lua\_register\_cocos2dx\_TransitionProgressVertical(tolua\_S);
lua\_register\_cocos2dx\_Layer(tolua\_S);
lua\_register\_cocos2dx\_TMXTiledMap(tolua\_S);
lua\_register\_cocos2dx\_Grid3DAction(tolua\_S);
lua\_register\_cocos2dx\_BaseLight(tolua\_S);
lua\_register\_cocos2dx\_SpotLight(tolua\_S);
lua\_register\_cocos2dx\_FadeTo(tolua\_S);
lua\_register\_cocos2dx\_FadeIn(tolua\_S);
lua\_register\_cocos2dx\_DirectionLight(tolua\_S);
lua\_register\_cocos2dx\_EventListenerCustom(tolua\_S);
lua\_register\_cocos2dx\_FlipX3D(tolua\_S);
lua\_register\_cocos2dx\_FlipY3D(tolua\_S);
lua\_register\_cocos2dx\_EaseSineInOut(tolua\_S);
lua\_register\_cocos2dx\_TransitionFlipAngular(tolua\_S);
lua\_register\_cocos2dx\_EaseElasticInOut(tolua\_S);
lua\_register\_cocos2dx\_EaseBounce(tolua\_S);
lua\_register\_cocos2dx\_Show(tolua\_S);
lua\_register\_cocos2dx\_FadeOut(tolua\_S);
lua\_register\_cocos2dx\_CallFunc(tolua\_S);
lua\_register\_cocos2dx\_EventMouse(tolua\_S);
lua\_register\_cocos2dx\_GLView(tolua\_S);
lua\_register\_cocos2dx\_EaseBezierAction(tolua\_S);
lua\_register\_cocos2dx\_ParticleFireworks(tolua\_S);
lua\_register\_cocos2dx\_MenuItem(tolua\_S);
lua\_register\_cocos2dx\_MenuItemSprite(tolua\_S);
lua\_register\_cocos2dx\_MenuItemImage(tolua\_S);
lua\_register\_cocos2dx\_AutoPolygon(tolua\_S);
lua\_register\_cocos2dx\_ParticleSmoke(tolua\_S);
lua\_register\_cocos2dx\_TransitionZoomFlipAngular(tolua\_S);
lua\_register\_cocos2dx\_EaseRateAction(tolua\_S);
lua\_register\_cocos2dx\_EaseIn(tolua\_S);
lua\_register\_cocos2dx\_EaseExponentialInOut(tolua\_S);
lua\_register\_cocos2dx\_CardinalSplineTo(tolua\_S);
lua\_register\_cocos2dx\_CatmullRomTo(tolua\_S);
lua\_register\_cocos2dx\_Waves3D(tolua\_S);
lua\_register\_cocos2dx\_EaseExponentialOut(tolua\_S);
lua\_register\_cocos2dx\_Label(tolua\_S);
lua\_register\_cocos2dx\_Application(tolua\_S);
lua\_register\_cocos2dx\_DelayTime(tolua\_S);
lua\_register\_cocos2dx\_LabelAtlas(tolua\_S);
lua\_register\_cocos2dx\_EaseCircleActionOut(tolua\_S);
lua\_register\_cocos2dx\_SpriteBatchNode(tolua\_S);
lua\_register\_cocos2dx\_TMXLayer(tolua\_S);
lua\_register\_cocos2dx\_AsyncTaskPool(tolua\_S);
lua\_register\_cocos2dx\_ParticleSnow(tolua\_S);
lua\_register\_cocos2dx\_EaseElasticIn(tolua\_S);
lua\_register\_cocos2dx\_EaseCircleActionInOut(tolua\_S);
lua\_register\_cocos2dx\_TransitionFadeTR(tolua\_S);
lua\_register\_cocos2dx\_EaseQuarticActionOut(tolua\_S);
lua\_register\_cocos2dx\_EventAcceleration(tolua\_S);
lua\_register\_cocos2dx\_EaseCubicActionIn(tolua\_S);
lua\_register\_cocos2dx\_TextureCache(tolua\_S);
lua\_register\_cocos2dx\_ActionTween(tolua\_S);
lua\_register\_cocos2dx\_TransitionFadeDown(tolua\_S);
lua\_register\_cocos2dx\_ParticleSun(tolua\_S);
lua\_register\_cocos2dx\_TransitionProgressHorizontal(tolua\_S);
lua\_register\_cocos2dx\_ParticleFire(tolua\_S);
lua\_register\_cocos2dx\_FlipX(tolua\_S);
lua\_register\_cocos2dx\_FlipY(tolua\_S);
lua\_register\_cocos2dx\_EventKeyboard(tolua\_S);
lua\_register\_cocos2dx\_TransitionSplitCols(tolua\_S);
lua\_register\_cocos2dx\_Timer(tolua\_S);
lua\_register\_cocos2dx\_RepeatForever(tolua\_S);
lua\_register\_cocos2dx\_Place(tolua\_S);
lua\_register\_cocos2dx\_EventListenerAcceleration(tolua\_S);
lua\_register\_cocos2dx\_TiledGrid3D(tolua\_S);
lua\_register\_cocos2dx\_EaseBounceOut(tolua\_S);
lua\_register\_cocos2dx\_RenderTexture(tolua\_S);
lua\_register\_cocos2dx\_TintBy(tolua\_S);
lua\_register\_cocos2dx\_TransitionShrinkGrow(tolua\_S);
lua\_register\_cocos2dx\_ClippingNode(tolua\_S);
lua\_register\_cocos2dx\_ActionFloat(tolua\_S);
lua\_register\_cocos2dx\_ParticleFlower(tolua\_S);
lua\_register\_cocos2dx\_EaseCircleActionIn(tolua\_S);
lua\_register\_cocos2dx\_Image(tolua\_S); // 加载图片资源
lua\_register\_cocos2dx\_LayerMultiplex(tolua\_S);
lua\_register\_cocos2dx\_Blink(tolua\_S);
lua\_register\_cocos2dx\_ShaderCache(tolua\_S);
lua\_register\_cocos2dx\_JumpTo(tolua\_S);
lua\_register\_cocos2dx\_ParticleExplosion(tolua\_S);
lua\_register\_cocos2dx\_TransitionJumpZoom(tolua\_S);
lua\_register\_cocos2dx\_Pass(tolua\_S);
lua\_register\_cocos2dx\_Touch(tolua\_S);
lua\_register\_cocos2dx\_CardinalSplineBy(tolua\_S);
lua\_register\_cocos2dx\_CatmullRomBy(tolua\_S);
lua\_register\_cocos2dx\_NodeGrid(tolua\_S);
lua\_register\_cocos2dx\_TMXLayerInfo(tolua\_S);
lua\_register\_cocos2dx\_EaseSineIn(tolua\_S);
lua\_register\_cocos2dx\_EaseBounceIn(tolua\_S);
lua\_register\_cocos2dx\_Camera(tolua\_S);
lua\_register\_cocos2dx\_TMXObjectGroup(tolua\_S);
lua\_register\_cocos2dx\_FastTMXTiledMap(tolua\_S);
lua\_register\_cocos2dx\_ParticleGalaxy(tolua\_S);
lua\_register\_cocos2dx\_Twirl(tolua\_S);
lua\_register\_cocos2dx\_MenuItemLabel(tolua\_S);
lua\_register\_cocos2dx\_EaseQuinticActionIn(tolua\_S);
lua\_register\_cocos2dx\_LayerColor(tolua\_S);
lua\_register\_cocos2dx\_FadeOutBLTiles(tolua\_S);
lua\_register\_cocos2dx\_LayerGradient(tolua\_S);
lua\_register\_cocos2dx\_EventListenerTouchAllAtOnce(tolua\_S);
lua\_register\_cocos2dx\_GLViewImpl(tolua\_S);
lua\_register\_cocos2dx\_ToggleVisibility(tolua\_S);
lua\_register\_cocos2dx\_Repeat(tolua\_S);
lua\_register\_cocos2dx\_TransitionFlipY(tolua\_S);
lua\_register\_cocos2dx\_TurnOffTiles(tolua\_S);
lua\_register\_cocos2dx\_TintTo(tolua\_S);
lua\_register\_cocos2dx\_EaseBackInOut(tolua\_S);
lua\_register\_cocos2dx\_TransitionFadeBL(tolua\_S);
lua\_register\_cocos2dx\_TargetedAction(tolua\_S);
lua\_register\_cocos2dx\_DrawNode(tolua\_S);
lua\_register\_cocos2dx\_TransitionTurnOffTiles(tolua\_S);
lua\_register\_cocos2dx\_RotateTo(tolua\_S);
lua\_register\_cocos2dx\_TransitionSplitRows(tolua\_S);
lua\_register\_cocos2dx\_Device(tolua\_S);
lua\_register\_cocos2dx\_TransitionProgressRadialCCW(tolua\_S);
lua\_register\_cocos2dx\_ScaleTo(tolua\_S);
lua\_register\_cocos2dx\_TransitionPageTurn(tolua\_S);
lua\_register\_cocos2dx\_RenderState(tolua\_S);
lua\_register\_cocos2dx\_Properties(tolua\_S);
lua\_register\_cocos2dx\_BezierBy(tolua\_S);
lua\_register\_cocos2dx\_BezierTo(tolua\_S);
lua\_register\_cocos2dx\_ParticleMeteor(tolua\_S);
lua\_register\_cocos2dx\_SpriteFrame(tolua\_S);
lua\_register\_cocos2dx\_Liquid(tolua\_S);
lua\_register\_cocos2dx\_UserDefault(tolua\_S);
lua\_register\_cocos2dx\_FastTMXLayer(tolua\_S);
lua\_register\_cocos2dx\_TransitionZoomFlipX(tolua\_S);
lua\_register\_cocos2dx\_EventFocus(tolua\_S);
lua\_register\_cocos2dx\_TransitionFade(tolua\_S);
lua\_register\_cocos2dx\_EaseQuinticActionInOut(tolua\_S);
lua\_register\_cocos2dx\_SpriteFrameCache(tolua\_S);
lua\_register\_cocos2dx\_PointLight(tolua\_S);
lua\_register\_cocos2dx\_TransitionCrossFade(tolua\_S);
lua\_register\_cocos2dx\_Ripple3D(tolua\_S);
lua\_register\_cocos2dx\_Lens3D(tolua\_S);
lua\_register\_cocos2dx\_EventListenerFocus(tolua\_S);
lua\_register\_cocos2dx\_Spawn(tolua\_S);
lua\_register\_cocos2dx\_EaseQuarticActionInOut(tolua\_S);
lua\_register\_cocos2dx\_ShakyTiles3D(tolua\_S);
lua\_register\_cocos2dx\_PageTurn3D(tolua\_S);
lua\_register\_cocos2dx\_PolygonInfo(tolua\_S);
lua\_register\_cocos2dx\_TransitionSlideInL(tolua\_S);
lua\_register\_cocos2dx\_TransitionSlideInT(tolua\_S);
lua\_register\_cocos2dx\_Grid3D(tolua\_S);
lua\_register\_cocos2dx\_EventListenerController(tolua\_S);
lua\_register\_cocos2dx\_TransitionProgressInOut(tolua\_S);
lua\_register\_cocos2dx\_EaseCubicActionInOut(tolua\_S);
lua\_register\_cocos2dx\_ParticleData(tolua\_S);
lua\_register\_cocos2dx\_EaseBackIn(tolua\_S);
lua\_register\_cocos2dx\_SplitRows(tolua\_S);
lua\_register\_cocos2dx\_Follow(tolua\_S);
lua\_register\_cocos2dx\_Animate(tolua\_S);
lua\_register\_cocos2dx\_ShuffleTiles(tolua\_S);
lua\_register\_cocos2dx\_CameraBackgroundSkyBoxBrush(tolua\_S);
lua\_register\_cocos2dx\_ProgressTimer(tolua\_S);
lua\_register\_cocos2dx\_EaseQuarticActionIn(tolua\_S);
lua\_register\_cocos2dx\_Menu(tolua\_S);
lua\_register\_cocos2dx\_EaseInOut(tolua\_S);
lua\_register\_cocos2dx\_TransitionZoomFlipY(tolua\_S);
lua\_register\_cocos2dx\_ScaleBy(tolua\_S);
lua\_register\_cocos2dx\_EventTouch(tolua\_S);
lua\_register\_cocos2dx\_Animation(tolua\_S);
lua\_register\_cocos2dx\_TMXMapInfo(tolua\_S);
lua\_register\_cocos2dx\_EaseExponentialIn(tolua\_S);
lua\_register\_cocos2dx\_ReuseGrid(tolua\_S);
lua\_register\_cocos2dx\_EaseQuinticActionOut(tolua\_S);
lua\_register\_cocos2dx\_EventDispatcher(tolua\_S);
lua\_register\_cocos2dx\_MenuItemAtlasFont(tolua\_S);
lua\_register\_cocos2dx\_ActionManager(tolua\_S);
lua\_register\_cocos2dx\_OrbitCamera(tolua\_S);
lua\_register\_cocos2dx\_ClippingRectangleNode(tolua\_S);
lua\_register\_cocos2dx\_EventCustom(tolua\_S);
lua\_register\_cocos2dx\_ParticleBatchNode(tolua\_S);
lua\_register\_cocos2dx\_Component(tolua\_S);
lua\_register\_cocos2dx\_EaseCubicActionOut(tolua\_S);
lua\_register\_cocos2dx\_EventListenerTouchOneByOne(tolua\_S);
lua\_register\_cocos2dx\_Renderer(tolua\_S);
lua\_register\_cocos2dx\_ParticleRain(tolua\_S);
lua\_register\_cocos2dx\_Waves(tolua\_S);
lua\_register\_cocos2dx\_ComponentLua(tolua\_S);
lua\_register\_cocos2dx\_MotionStreak3D(tolua\_S);
lua\_register\_cocos2dx\_EaseOut(tolua\_S);
lua\_register\_cocos2dx\_MenuItemFont(tolua\_S);
lua\_register\_cocos2dx\_TransitionFadeUp(tolua\_S);
lua\_register\_cocos2dx\_LayerRadialGradient(tolua\_S);
lua\_register\_cocos2dx\_EaseSineOut(tolua\_S);
lua\_register\_cocos2dx\_JumpTiles3D(tolua\_S);
lua\_register\_cocos2dx\_MenuItemToggle(tolua\_S);
lua\_register\_cocos2dx\_RemoveSelf(tolua\_S);
lua\_register\_cocos2dx\_SplitCols(tolua\_S);
lua\_register\_cocos2dx\_ProtectedNode(tolua\_S);
lua\_register\_cocos2dx\_MotionStreak(tolua\_S);
lua\_register\_cocos2dx\_RotateBy(tolua\_S);
lua\_register\_cocos2dx\_FileUtils(tolua\_S);
lua\_register\_cocos2dx\_Sprite(tolua\_S);
lua\_register\_cocos2dx\_ProgressTo(tolua\_S);
lua\_register\_cocos2dx\_TransitionProgressOutIn(tolua\_S);
lua\_register\_cocos2dx\_AnimationFrame(tolua\_S);
lua\_register\_cocos2dx\_Sequence(tolua\_S);
lua\_register\_cocos2dx\_Shaky3D(tolua\_S);
lua\_register\_cocos2dx\_TransitionProgressRadialCW(tolua\_S);
lua\_register\_cocos2dx\_EaseBounceInOut(tolua\_S);
lua\_register\_cocos2dx\_TransitionSlideInR(tolua\_S);
lua\_register\_cocos2dx\_AmbientLight(tolua\_S);
lua\_register\_cocos2dx\_ParallaxNode(tolua\_S);
lua\_register\_cocos2dx\_EaseQuadraticActionIn(tolua\_S);
lua\_register\_cocos2dx\_WavesTiles3D(tolua\_S);
lua\_register\_cocos2dx\_TransitionSlideInB(tolua\_S);
lua\_register\_cocos2dx\_Speed(tolua\_S);
lua\_register\_cocos2dx\_ShatteredTiles3D(tolua\_S);
tolua\_endmodule(tolua\_S);
return 1;
}
在大量注册函数中寻找到关键方法lua_register_cocos2dx_Image:
int lua\_register\_cocos2dx\_Image(lua\_State\* tolua\_S)
{
tolua\_usertype(tolua\_S,"cc.Image");
tolua\_cclass(tolua\_S,"Image","cc.Image","cc.Ref",nullptr);
tolua\_beginmodule(tolua\_S,"Image");
tolua\_function(tolua\_S,"new",lua\_cocos2dx\_Image\_constructor);
tolua\_function(tolua\_S,"hasPremultipliedAlpha",lua\_cocos2dx\_Image\_hasPremultipliedAlpha);
tolua\_function(tolua\_S,"reversePremultipliedAlpha",lua\_cocos2dx\_Image\_reversePremultipliedAlpha);
tolua\_function(tolua\_S,"isCompressed",lua\_cocos2dx\_Image\_isCompressed);
tolua\_function(tolua\_S,"hasAlpha",lua\_cocos2dx\_Image\_hasAlpha);
tolua\_function(tolua\_S,"getPixelFormat",lua\_cocos2dx\_Image\_getPixelFormat);
tolua\_function(tolua\_S,"getHeight",lua\_cocos2dx\_Image\_getHeight);
tolua\_function(tolua\_S,"premultiplyAlpha",lua\_cocos2dx\_Image\_premultiplyAlpha);
tolua\_function(tolua\_S,"initWithImageFile",lua\_cocos2dx\_Image\_initWithImageFile); // 初始化图片文件
tolua\_function(tolua\_S,"getWidth",lua\_cocos2dx\_Image\_getWidth);
tolua\_function(tolua\_S,"getBitPerPixel",lua\_cocos2dx\_Image\_getBitPerPixel);
tolua\_function(tolua\_S,"getFileType",lua\_cocos2dx\_Image\_getFileType);
tolua\_function(tolua\_S,"getFilePath",lua\_cocos2dx\_Image\_getFilePath);
tolua\_function(tolua\_S,"getNumberOfMipmaps",lua\_cocos2dx\_Image\_getNumberOfMipmaps);
tolua\_function(tolua\_S,"saveToFile",lua\_cocos2dx\_Image\_saveToFile);
tolua\_function(tolua\_S,"setPVRImagesHavePremultipliedAlpha", lua\_cocos2dx\_Image\_setPVRImagesHavePremultipliedAlpha);
tolua\_function(tolua\_S,"setPNGPremultipliedAlphaEnabled", lua\_cocos2dx\_Image\_setPNGPremultipliedAlphaEnabled);
tolua\_endmodule(tolua\_S);
std::string typeName = typeid(cocos2d::Image).name();
g\_luaType\[typeName\] \= "cc.Image";
g\_typeCast\["Image"\] = "cc.Image";
return 1;
}
lua_cocos2dx_Image_initWithImageFile加载了我们的图片文件。
int lua\_cocos2dx\_Image\_initWithImageFile(lua\_State\* tolua\_S)
{
int argc = 0;
cocos2d::Image\* cobj = nullptr;
bool ok = true;
#if COCOS2D\_DEBUG >= 1
tolua\_Error tolua\_err;
#endif
#if COCOS2D\_DEBUG >= 1
if (!tolua\_isusertype(tolua\_S,1,"cc.Image",0,&tolua\_err)) goto tolua\_lerror;
#endif
cobj \= (cocos2d::Image\*)tolua\_tousertype(tolua\_S,1,0);
#if COCOS2D\_DEBUG >= 1
if (!cobj)
{
tolua\_error(tolua\_S,"invalid 'cobj' in function 'lua\_cocos2dx\_Image\_initWithImageFile'", nullptr);
return 0;
}
#endif
argc \= lua\_gettop(tolua\_S)-1;
if (argc == 1)
{
std::string arg0;
ok &= luaval\_to\_std\_string(tolua\_S, 2,&arg0, "cc.Image:initWithImageFile");
if(!ok)
{
tolua\_error(tolua\_S,"invalid arguments in function 'lua\_cocos2dx\_Image\_initWithImageFile'", nullptr);
return 0;
}
bool ret = cobj->initWithImageFile(arg0);
tolua\_pushboolean(tolua\_S,(bool)ret);
return 1;
}
luaL\_error(tolua\_S, "%s has wrong number of arguments: %d, was expecting %d \\n", "cc.Image:initWithImageFile",argc, 1);
return 0;
#if COCOS2D\_DEBUG >= 1
tolua\_lerror:
tolua\_error(tolua\_S,"#ferror in function 'lua\_cocos2dx\_Image\_initWithImageFile'.",&tolua\_err);
#endif
return 0;
}
下面看cobj->initWithImageFile:
bool Image::initWithImageFile(const std::string& path)
{
bool ret = false;
\_filePath \= FileUtils::getInstance()->fullPathForFilename(path);
Data data \= FileUtils::getInstance()->getDataFromFile(\_filePath); // 获取文件数据
if (!data.isNull())
{
ret \= initWithImageData(data.getBytes(), data.getSize()); // 解码/解密 处理文件数据
}
return ret;
}
下面是图片数据格式解码方法initWithImageData
bool Image::initWithImageData(const unsigned char \* data, ssize\_t dataLen)
{
bool ret = false;
do
{
CC\_BREAK\_IF(! data || dataLen <= 0);
unsigned char\* unpackedData = nullptr;
ssize\_t unpackedLen \= 0;
//detect and unzip the compress file
if (ZipUtils::isCCZBuffer(data, dataLen))
{
unpackedLen \= ZipUtils::inflateCCZBuffer(data, dataLen, &unpackedData);
}
else if (ZipUtils::isGZipBuffer(data, dataLen))
{
unpackedLen \= ZipUtils::inflateMemory(const\_cast<unsigned char\*>(data), dataLen, &unpackedData);
}
else
{
unpackedData \= const\_cast<unsigned char\*>(data);
unpackedLen \= dataLen;
}
\_fileType \= detectFormat(unpackedData, unpackedLen);
switch (\_fileType)
{
case Format::PNG:
ret \= initWithPngData(unpackedData, unpackedLen);
break;
case Format::JPG:
ret \= initWithJpgData(unpackedData, unpackedLen);
break;
case Format::WEBP:
ret \= initWithWebpData(unpackedData, unpackedLen);
break;
case Format::PVR:
ret \= initWithPVRData(unpackedData, unpackedLen);
break;
case Format::ETC:
ret \= initWithETCData(unpackedData, unpackedLen);
break;
case Format::S3TC:
ret \= initWithS3TCData(unpackedData, unpackedLen);
break;
case Format::ATITC:
ret \= initWithATITCData(unpackedData, unpackedLen);
break;
default:
{
// load and detect image format
tImageTGA\* tgaData = tgaLoadBuffer(unpackedData, unpackedLen);
if (tgaData != nullptr && tgaData->status == TGA\_OK)
{
ret \= initWithTGAData(tgaData);
}
else
{
CCLOG("cocos2d: unsupported image format!");
}
free(tgaData);
break;
}
}
if(unpackedData != data)
{
free(unpackedData);
}
} while (0);
return ret;
}
图片资源的加载到这里就结束了。
快速定位:根据调用流程,我们可以直接定位方法cocos2d::Image::initWithImageData。
向上可以追溯到cocos2d::Image::initWithImageFile:
看到了可疑函数cocos2d::Image::decodePngData
cocos2d \*\_\_fastcall cocos2d::Image::decodePngData(cocos2d::Image \*this, cocos2d::Data \*a2)
{
\_BYTE \*v4; // r7
int v5; // r5
signed int v6; // r0
bool v7; // cc
int v8; // r4
void \*v9; // r0
int v10; // r2
int v12; // r6
int v13; // r4
int v14; // r9
int v15; // r2
int v16; // r0
int v17; // r3
\_BYTE \*v18; // r5
unsigned int \*v19; // r2
int v20; // r3
int v21; // \[sp+8h\] \[bp-28h\] BYREF
v4 \= (\_BYTE \*)cocos2d::Data::getBytes(a2);
v5 \= cocos2d::Data::getSize(a2);
sub\_FBDCA8(&v21, (int \*)this + 47);
v6 \= sub\_FBC854((int)&v21, ".png", 0, 4u);
v7 \= v6 <= -1;
if ( v6 != -1 )
v7 \= v5 <= 24;
v8 \= !v7;
v9 \= (void \*)(v21 - 12);
if ( (int \*)(v21 - 12) != &dword\_12F6978 )
{
if ( &pthread\_create )
{
v19 \= (unsigned int \*)(v21 - 4);
\_\_dmb(0xFu);
do
v20 \= \_\_ldrex(v19);
while ( \_\_strex(v20 - 1, v19) );
\_\_dmb(0xFu);
}
else
{
v20 \= \*(\_DWORD \*)(v21 - 4);
\*(\_DWORD \*)(v21 - 4) = v20 - 1;
}
if ( v20 <= 0 )
operator delete(v9);
}
if ( v8 && memcmp(&unk\_11CBE0C, v4, 8u) ) // PNG Header
{
v12 \= v5 - 4;
v13 \= v5 - 8;
v14 \= cocos2d::hexToDecimal((cocos2d \*)&v4\[v5 - 4\], (unsigned \_\_int8 \*)&byte\_4, v10);
v16 \= cocos2d::hexToDecimal((cocos2d \*)&v4\[v5 - 8\], (unsigned \_\_int8 \*)&byte\_4, v15);
if ( v5 >= v16 )
cocos2d::decodePng(v4, (unsigned \_\_int8 \*)(v14 - 2048), v16, v17);
v18 \= &v4\[v5\];
\*(v18 - 1) = 130;
\*(v18 - 2) = 96;
\*(v18 - 3) = 66;
v4\[v12\] \= 174;
\*(v18 - 5) = 68;
\*(v18 - 6) = 78;
\*(v18 - 7) = 69;
v4\[v13\] \= 73;
}
return (cocos2d \*)v4;
}
明显是一个算法函数,看方法cocos2d::decodePng:
\_BYTE \*\_\_fastcall cocos2d::decodePng(\_BYTE \*this, unsigned \_\_int8 \*a2, int a3, int a4)
{
char v4; // r12
unsigned int v5; // r1
int v6; // r12
char v7\[4\]; // \[sp+0h\] \[bp-10h\]
v7\[1\] = BYTE2(a2);
v4 \= BYTE1(a2);
v7\[3\] = (char)a2;
v5 \= (unsigned int)a2 >> 24;
v7\[2\] = v4;
v6 \= 0;
v7\[0\] = v5;
if ( a3 > 0 )
{
while ( 1 )
{
++v6;
\*this++ ^= v5;
if ( v6 == a3 )
break;
LOBYTE(v5) \= v7\[v6 % 4\];
}
}
return this;
}
这里也可以尝试Frida Hook验证猜想,同样的,我就不Hook了。算法还原
def \_hexToDecimal(data, offset):
if offset <= 0:
return 0
return struct.unpack("\>I", data\[:offset\])\[0\]
def LOBYTE(d):
return d & 0xff
def \_decodePng(data, magic, rounds):
dthis \= bytearray(data)
v7 \= \[0\] \* 4
a2 \= struct.pack("<i", magic)
v7\[1\] = a2\[2\]
v7\[3\] = a2\[0\]
v7\[0\] = v5 = magic >> 24
v7\[2\] = a2\[1\]
i \= 0
if rounds > 0:
while 1:
i += 1
dthis\[i\-1\] ^= v5
if i == rounds:
break
v5 \= LOBYTE(v7\[i % 4\])
return dthis
def decodePng(data, size):
v14 \= \_hexToDecimal(data\[-4:\], 4)
v16 \= \_hexToDecimal(data\[-8:\], 4)
if size >= v16:
ret \= \_decodePng(data, v14 - 2048, v16)
ret\[\-1\] = 130
ret\[\-2\] = 96
ret\[\-3\] = 66
ret\[\-4\] = 174
ret\[\-5\] = 68
ret\[\-6\] = 78
ret\[\-7\] = 69
ret\[\-8\] = 73
return ret
解密结果: