godot/platform/windows/tts_windows.h

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/*************************************************************************/
/* tts_windows.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TTS_WINDOWS_H
#define TTS_WINDOWS_H
#include "core/string/ustring.h"
#include "core/templates/list.h"
#include "core/templates/map.h"
#include "core/variant/array.h"
#include "servers/display_server.h"
#include <objbase.h>
#include <sapi.h>
#include <wchar.h>
#include <winnls.h>
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
class TTS_Windows {
List<DisplayServer::TTSUtterance> queue;
ISpVoice *synth = nullptr;
bool paused = false;
struct UTData {
Char16String string;
int offset;
int id;
};
Map<ULONG, UTData> ids;
static void __stdcall speech_event_callback(WPARAM wParam, LPARAM lParam);
void _update_tts();
static TTS_Windows *singleton;
public:
static TTS_Windows *get_singleton();
bool is_speaking() const;
bool is_paused() const;
Array get_voices() const;
void speak(const String &p_text, const String &p_voice, int p_volume = 50, float p_pitch = 1.f, float p_rate = 1.f, int p_utterance_id = 0, bool p_interrupt = false);
void pause();
void resume();
void stop();
TTS_Windows();
~TTS_Windows();
};
#endif // TTS_WINDOWS_H