2019-07-09 01:01:44 +02:00
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;;; lang/lua/autoload/lua.el -*- lexical-binding: t; -*-
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(defun +lua-love-build-command ()
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(when-let (root (+lua-love-project-root))
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(format "%s %s"
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(if (executable-find "love")
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"love"
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(if IS-MAC "open -a love.app"))
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(shell-quote-argument root))))
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;;;###autoload
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(defun +lua/open-repl ()
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"Open Lua REPL."
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(interactive)
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(lua-start-process "lua" "lua")
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(pop-to-buffer lua-process-buffer))
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;;;###autoload
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(defun +lua/run-love-game ()
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"Run the current project with Love2D."
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(interactive)
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(if-let (cmd (+lua-love-build-command))
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(async-shell-command cmd)
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(user-error "Couldn't find love project")))
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;;;###autoload
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(defun +lua-love-project-root ()
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2019-08-23 01:49:10 -04:00
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"Returns the directory where a main.lua or main.moon exists.
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2019-07-09 01:01:44 +02:00
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Returns nil if 'love' executable can't be found."
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(when (executable-find "love")
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2019-08-23 01:49:10 -04:00
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(if (doom-project-p)
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(file-name-directory
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(or (project-file-exists-p! (or "main.lua" "src/main.lua"))
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(and (featurep! +moonscript)
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(project-file-exists-p! (or "main.moon" "src/main.moon")))
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""))
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;; Since Love2D games are likely to be prototypes, they may not be in a
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;; well-formed project as far as projecitle is concerned, so we search for
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;; main.lua/main.moon up the file tree as a backup.
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(or (projectile-locate-dominating-file default-directory "main.lua")
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(when-let (root (projectile-locate-dominating-file default-directory "src/main.lua"))
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(expand-file-name "src" root))
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(and (featurep! +moonscript)
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(or (projectile-locate-dominating-file default-directory "main.moon")
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(when-let (root (projectile-locate-dominating-file default-directory "src/main.moon"))
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(expand-file-name "src" root))))))))
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