godot-tts/src/lib.rs

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use std::u8;
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use gdnative::init::*;
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use gdnative::*;
use tts::{Features, TTS as Tts};
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#[derive(NativeClass)]
#[inherit(Node)]
#[register_with(Self::register_properties)]
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struct TTS(Tts);
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#[methods]
impl TTS {
fn _init(_owner: gdnative::Node) -> Self {
let tts = Tts::default().unwrap();
Self(tts)
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}
fn register_properties(builder: &ClassBuilder<Self>) {
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builder
.add_property::<u8>("rate")
.with_default(50)
.with_getter(|this: &TTS, _| match this.0.get_rate() {
Ok(rate) => rate / u8::MAX * 100,
_ => 0,
})
.with_setter(|this: &mut TTS, _, mut v: u8| {
if v > 100 {
v = 100;
}
let mut v = v as f32;
v = v * u8::MAX as f32 / 100.;
let Features {
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rate: rate_supported,
..
} = this.0.supported_features();
if rate_supported {
this.0.set_rate(v as u8).unwrap();
}
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})
.done()
}
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#[export]
fn speak(&mut self, _owner: Node, message: GodotString, interrupt: bool) {
let message = message.to_string();
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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 {
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rate: rate_supported,
..
} = self.0.supported_features();
rate_supported
}
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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!();