mirror of
https://github.com/lightsoutgames/godot-tts
synced 2024-11-08 20:35:57 +00:00
68 lines
1.5 KiB
Rust
68 lines
1.5 KiB
Rust
use gdnative::*;
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use gdnative::init::*;
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use tts::{TTS as Tts};
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struct TTS(Tts);
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impl NativeClass for TTS {
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type Base = Node;
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type UserData = user_data::MutexData<TTS>;
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fn class_name() -> &'static str {
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"TTS"
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}
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fn init(owner: Self::Base) -> Self {
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Self::_init(owner)
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}
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fn register_properties(builder: &ClassBuilder<Self>) {
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builder.add_property(Property {
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name: "rate",
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default: 128,
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hint: PropertyHint::Range {
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range: 0.0..255.0,
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step: 1.,
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slider: true,
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},
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getter: |this: &TTS| {
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let rate = this.0.get_rate().unwrap();
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rate
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},
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setter: |this: &mut TTS, v: u8| {
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this.0.set_rate(v).unwrap();
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},
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usage: PropertyUsage::DEFAULT,
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});
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}
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}
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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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let tts = Tts::default().unwrap();
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Self(tts)
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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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self.0.speak(message, interrupt).unwrap();
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}
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#[export]
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fn stop(&mut self, _owner: Node) {
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self.0.stop().unwrap();
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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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godot_nativescript_init!(init);
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godot_gdnative_terminate!();
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