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#!/bin/bash | |
# Path to the BKLibrary file | |
BKLIBRARY_PATH=~/Library/Containers/com.apple.iBooksX/Data/Documents/BKLibrary | |
# Check if BKLibrary file exists | |
if [ ! -f "$BKLIBRARY_PATH/BKLibrary-"*".sqlite" ]; then | |
echo "BKLibrary file not found. Please make sure Books app is installed and has been opened at least once." | |
exit 1 | |
fi |
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# Taken from TokisanGames: https://www.reddit.com/r/godot/comments/d459x2/finally_figured_out_how_to_enable_wireframes_in/ | |
# There is a total of 25 draw modes at the time of this, for further information take a look at the ViewportDebugDraw-Enum: | |
# I found the first 5 to be worth using. | |
# https://docs.godotengine.org/en/stable/classes/class_renderingserver.html#enum-renderingserver-viewportdebugdraw | |
extends Node | |
@onready var vp = get_viewport() | |
func _ready() -> void: |
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extends Control | |
# ensure that you attach this script to the parent node of your ui elements | |
# ensure that you link the signal "resize" of this control node to this script | |
# | |
@export_enum("Horizontal","Vertical") var scaleMode = "Vertical" | |
# cache for all labels and ther initial font size |