godot-tts/src/lib.rs

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use std::u8;
use gdnative::*;
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use gdnative::init::*;
use tts::{Features, TTS as Tts};
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struct TTS(Tts);
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impl NativeClass for TTS {
type Base = Node;
type UserData = user_data::MutexData<TTS>;
fn class_name() -> &'static str {
"TTS"
}
fn init(owner: Self::Base) -> Self {
Self::_init(owner)
}
fn register_properties(builder: &ClassBuilder<Self>) {
builder.add_property(Property {
name: "rate",
default: 50,
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hint: PropertyHint::Range {
range: 0.0..100.0,
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step: 1.,
slider: true,
},
getter: |this: &TTS| {
let rate = this.0.get_rate().unwrap();
rate / u8::MAX * 100
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},
setter: |this: &mut TTS, mut v: u8| {
if v > 100 {
v = 100;
}
let v = v / 100 * u8::MAX;
this.0.set_rate(v as u8).unwrap();
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},
usage: PropertyUsage::DEFAULT,
});
}
}
#[methods]
impl TTS {
fn _init(_owner: gdnative::Node) -> Self {
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let tts = Tts::default().unwrap();
Self(tts)
}
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#[export]
fn speak(&mut self, _owner: Node, message: GodotString, interrupt: bool) {
let message = message.to_string();
println!("{}: {}", message, interrupt);
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self.0.speak(message, interrupt).unwrap();
}
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#[export]
fn stop(&mut self, _owner: Node) {
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self.0.stop().unwrap();
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}
#[export]
fn is_rate_supported(&mut self, _owner: Node) -> bool {
let Features {
rate: rate_feature, ..
} = self.0.supported_features();
rate_feature
}
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}
fn init(handle: gdnative::init::InitHandle) {
handle.add_class::<TTS>();
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}
godot_gdnative_init!();
godot_nativescript_init!(init);
godot_gdnative_terminate!();