Generalize dev/love2d.nix into dev/lua.nix
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@ -42,6 +42,8 @@
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cc.enable = true;
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common-lisp.enable = true;
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rust.enable = true;
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# lua.enable = true;
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# lua.love2d.enable = true;
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};
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media = {
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@ -9,7 +9,7 @@
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# ./godot.nix
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# ./haskell.nix
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# ./latex.nix
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# ./love2d.nix
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./lua.nix
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# ./node.nix
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./python.nix
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./rust.nix
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@ -1,15 +0,0 @@
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# modules/dev/love2d.nix --- https://love2d.org/
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#
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# Love is my favorite little game engine. I use it often for rapid prototyping
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# when godot is overkill and have the luxury of avoiding JS. I write my Love
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# games in moonscript to get around the idiosynchrosies of lua.
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{ pkgs, ... }:
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{
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my.packages = with pkgs; [
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love
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lua
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luaPackages.moonscript
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luarocks
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];
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}
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29
modules/dev/lua.nix
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29
modules/dev/lua.nix
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@ -0,0 +1,29 @@
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# modules/dev/lua.nix --- https://www.lua.org/
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#
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# I use lua for modding, awesomewm or Love2D for rapid gamedev prototyping (when
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# godot is overkill and I have the luxury of avoiding JS). I write my Love games
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# in moonscript to get around lua's idiosynchrosies. That said, I install love2d
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# on a per-project basis.
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{ config, options, lib, pkgs, ... }:
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with lib;
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{
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options.modules.dev.lua = {
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enable = mkOption {
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type = types.bool;
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default = false;
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};
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};
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config = mkIf config.modules.dev.lua.enable {
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my = {
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packages = with pkgs; [
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lua
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luaPackages.moonscript
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luarocks
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];
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zsh.rc = ''eval "$(luarocks path --bin)"'';
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};
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};
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}
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