mirror of
https://github.com/lightsoutgames/godot-tts
synced 2024-11-22 11:05:56 +00:00
Update Rust dependencies and get this thing actually working.
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@ -2,15 +2,16 @@
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name = "godot-tts"
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version = "0.1.0"
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authors = ["Nolan Darilek <nolan@thewordnerd.info>"]
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edition = "2018"
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[lib]
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crate-type = ["cdylib"]
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[dependencies]
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gdnative = {git = "https://github.com/GodotNativeTools/godot-rust"}
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gdnative = { path = "../godot-rust/gdnative" }
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[target.'cfg(unix)'.dependencies]
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speech-dispatcher = "0.2"
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speech-dispatcher = "0.3"
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[target.'cfg(windows)'.dependencies]
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tolk = "0.1"
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68
src/lib.rs
68
src/lib.rs
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@ -1,49 +1,57 @@
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#[macro_use]
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extern crate gdnative as godot;
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#[cfg(unix)]
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extern crate speech_dispatcher;
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#[cfg(windows)]
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extern crate tolk;
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use gdnative::*;
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#[cfg(unix)]
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use speech_dispatcher::{Connection, Mode, Priority};
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#[cfg(windows)]
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use tolk::Tolk;
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godot_class! {
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class TTS: godot::Object {
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fields {
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#[derive(gdnative::NativeClass)]
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#[inherit(gdnative::Node)]
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struct TTS(
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#[cfg(unix)]
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connection: Connection,
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Connection,
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#[cfg(windows)]
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tolk: Tolk,
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}
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Tolk,
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);
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setup(_builder) {
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}
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constructor(header) {
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TTS {
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header,
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#[cfg(unix)]
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connection: Connection::open("godot", "godot", "godot", Mode::Single),
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#[cfg(windows)]
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tolk: Tolk::new(),
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}
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}
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export fn speak(&mut self) {
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#[methods]
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impl TTS {
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fn _init(_owner: gdnative::Node) -> Self {
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#[cfg(unix)]
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{
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self.connection.say(Priority::Important, "Hello, world.".to_string());
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let connection = Connection::open("godot", "godot", "godot", Mode::Single);
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Self(connection)
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}
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#[cfg(windows)]
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Self(Tolk::new())
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}
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#[export]
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fn speak(&mut self, _owner: Node, message: GodotString, interrupt: bool) {
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let message = message.to_string();
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println!("{}: {}", message, interrupt);
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#[cfg(unix)]
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{
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if interrupt {
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self.0.cancel();
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}
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if message != "" {
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self.0.say(Priority::Important, message);
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}
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}
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}
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fn init(handle: godot::init::InitHandle) {
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TTS::register_class(handle);
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#[export]
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fn stop(&mut self, _owner: Node) {
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#[cfg(unix)]
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{
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self.0.cancel();
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}
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}
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}
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fn init(handle: gdnative::init::InitHandle) {
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handle.add_class::<TTS>();
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}
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godot_gdnative_init!();
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