Prompts for an open project and kills all its buffers. This is useful
for closing `.emacs.d` in an effort to get some *billable* work done.
Added `doom-fixup-windows` and `doom-kill-buffer(s)-fixup-windows`
helper functions for leaving affected windows on a real buffer or the
fallback buffer.
Fixed `doom/kill-this-buffer-in-all-windows` to properly "fixup"
windows.
This was erroring when run inside a popup (eg. `M-x ielm` `C-x k`) due
to a missing check for `window-live-p`. We don't need to do anything if
the window has already gone away.
The real vs unreal check was backwards; we should only try
`previous-buffer` if the current buffer is *not* real.
+ Add doom-switch-frame-hook
+ Replace doom-{enter,exit}-{buffer,window}-hook with
doom-switch-{buffer,window}-hook
+ New switch-buffer hooks run on buffer-list-update-hook rather than
in select-window advice.
+ Blank our buffer-list-update-hook in some places to reduce how many
times it gets triggered.
These weren't reliable, often times buggy or overzealous about killing
buffers and processes. Best to do it manually or come up with a better
solution.
projectile-project-root no longer returns `default-directory` if not in
a project (it returns nil). As such, doom-project-* functions (and their
uses) have been refactored.
+ doom-project-p & doom-project-root are aliases for
projectile-project-p & projectile-project-root.
+ doom-project-{p,root,name,expand} now has a DIR argument (for
consistency, since projectile-project-name and
projectile-project-expand do not).
+ The nocache parameter is no longer necessary, as projectile's caching
behavior is now more sane.
+ Removed some projectile advice/hacks that are no longer necessary.
+ Updated unit tests
+ Remove doom/switch-theme (replaced with an advice for load-theme)
+ Reorganize core-ui
+ Fix Emacs 26+ hl-line hack being applied for Emacs 25 users
+ Rename doom|show-whitespace-maybe to doom|highlight-non-default-indentation
+ Disable tool-bar, menu-bar and vertical-scroll-bars via
default-frame-alist; this is a little faster than using the minor
modes.
A regression caused the former to error out (if the buffer name was less
than 2 characters long) and the latter to return t too eagerly (because
of an incorrect condition chain).
cycle-real-buffers was a tidbit of complexity that was never necessary
in the first place. This functionality was already available in the form
of the frame buffer-predicate parameter, which controls where functions
like next-buffer and other-buffer can land you.
The only thing I have to do myself, is check for the condition where
there are no more real buffers left to switch to, and in that case send
you to the fallback-buffer.
doom/{next,previous}-buffer was implemented so that these commands could
skip over unreal buffers, and land us on either a real one or the
dashboard. Using the frame's buffer-predicate parameter accomplishes
exactly this, natively.
Protecting buffers that were visible in other windows (burying them
instead) is not the responsibility of doom-kill-buffer. This is a job
for kill-buffer-query-functions, hence doom|protect-visible-buffers.