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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/platform/windows/tts_windows.h
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/**************************************************************************/
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/* tts_windows.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "core/string/ustring.h"
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#include "core/templates/hash_map.h"
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#include "core/templates/list.h"
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#include "core/variant/array.h"
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#include "servers/display_server.h"
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#include <objbase.h>
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#include <sapi.h>
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#include <winnls.h>
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#include <cwchar>
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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class TTS_Windows {
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List<DisplayServer::TTSUtterance> queue;
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ISpVoice *synth = nullptr;
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bool paused = false;
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struct UTData {
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Char16String string;
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int offset;
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int id;
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};
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HashMap<uint32_t, UTData> ids;
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bool update_requested = false;
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static void __stdcall speech_event_callback(WPARAM wParam, LPARAM lParam);
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static TTS_Windows *singleton;
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public:
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static TTS_Windows *get_singleton();
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bool is_speaking() const;
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bool is_paused() const;
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Array get_voices() const;
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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);
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void pause();
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void resume();
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void stop();
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void process_events();
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TTS_Windows();
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~TTS_Windows();
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};
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