Sync classref with current source

This commit is contained in:
Rémi Verschelde
2019-09-24 13:39:50 +02:00
parent 247ba2144c
commit 9e7daa26fa
139 changed files with 1840 additions and 727 deletions

View File

@@ -26,6 +26,8 @@ Methods
+-----------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Control<class_Control>` | :ref:`get_base_control<class_EditorInterface_method_get_base_control>` **(** **)** |
+-----------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`get_current_path<class_EditorInterface_method_get_current_path>` **(** **)** const |
+-----------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Node<class_Node>` | :ref:`get_edited_scene_root<class_EditorInterface_method_get_edited_scene_root>` **(** **)** |
+-----------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`EditorSettings<class_EditorSettings>` | :ref:`get_editor_settings<class_EditorInterface_method_get_editor_settings>` **(** **)** |
@@ -89,6 +91,10 @@ Edits the given :ref:`Resource<class_Resource>`.
Returns the main container of Godot editor's window. You can use it, for example, to retrieve the size of the container and place your controls accordingly.
.. _class_EditorInterface_method_get_current_path:
- :ref:`String<class_String>` **get_current_path** **(** **)** const
.. _class_EditorInterface_method_get_edited_scene_root:
- :ref:`Node<class_Node>` **get_edited_scene_root** **(** **)**