doomemacs/modules
2017-03-16 17:25:57 -04:00
..
app
completion Add modules/feature/jump (WIP) 2017-03-15 22:59:49 -04:00
feature feature/evil: fix evil-ex-hl-do-update-highlight errors 2017-03-15 22:59:49 -04:00
lang lang/go: fix un-quoted bindings 2017-03-16 17:25:57 -04:00
private private/hlissner: remove hard evil dependency (fix #38) 2017-03-16 14:30:15 -04:00
tools tools/electric-indent: remove s.el dependency 2017-03-16 14:35:50 -04:00
ui Refactor kill-buffer-query-functions functions 2017-03-15 22:59:49 -04:00
README.md Update readmes 2017-03-16 14:28:26 -04:00

Modules

Modules are made up of three (optional) parts:

  • A config.el file, automatically loaded when the module is loaded (through doom! or require!). It uses def-package! calls (thin wrappers around use-package) to configure packages.
  • A packages.el file filled with package! and depends-on! declarations. These are purely declarative macros. They populate doom-packages and doom-modules for the package management system.
  • Either an autoload.el file or autoload/*.el files, which are scanned by doom/reload-autoloads and lazily loaded.

The convention for extra config files is to prefix them with a plus (+git.el). These must be manually loaded using load! from a module's configuration.

What modules aren't

Modules loosely take after Spacemacs' notion of layers, but were not meant to be as interchangeable. Their purpose is almost purely organizational.

The only exception are completion modules. Other modules make no assumptions about which completion modules are enabled. If company isn't installed, company plugins will silently refuse to install and their respective def-package! blocks will be ignored.