code-languages 1.17.0 → 1.19.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +100 -0
- package/dist/api.cjs +843 -0
- package/dist/api.cjs.map +1 -1
- package/dist/api.d.cts +643 -103
- package/dist/api.d.ts +643 -103
- package/dist/api.js +843 -0
- package/dist/api.js.map +1 -1
- package/dist/detect.cjs +600 -0
- package/dist/detect.cjs.map +1 -1
- package/dist/detect.js +600 -0
- package/dist/detect.js.map +1 -1
- package/dist/index.cjs +843 -0
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +522 -2
- package/dist/index.d.ts +522 -2
- package/dist/index.js +843 -0
- package/dist/index.js.map +1 -1
- package/dist/languages/asciidoc.cjs +34 -0
- package/dist/languages/asciidoc.cjs.map +1 -0
- package/dist/languages/asciidoc.d.cts +29 -0
- package/dist/languages/asciidoc.d.ts +29 -0
- package/dist/languages/asciidoc.js +32 -0
- package/dist/languages/asciidoc.js.map +1 -0
- package/dist/languages/bazel.cjs +34 -0
- package/dist/languages/bazel.cjs.map +1 -0
- package/dist/languages/bazel.d.cts +29 -0
- package/dist/languages/bazel.d.ts +29 -0
- package/dist/languages/bazel.js +32 -0
- package/dist/languages/bazel.js.map +1 -0
- package/dist/languages/bicep.cjs +34 -0
- package/dist/languages/bicep.cjs.map +1 -0
- package/dist/languages/bicep.d.cts +29 -0
- package/dist/languages/bicep.d.ts +29 -0
- package/dist/languages/bicep.js +32 -0
- package/dist/languages/bicep.js.map +1 -0
- package/dist/languages/blade.cjs +34 -0
- package/dist/languages/blade.cjs.map +1 -0
- package/dist/languages/blade.d.cts +29 -0
- package/dist/languages/blade.d.ts +29 -0
- package/dist/languages/blade.js +32 -0
- package/dist/languages/blade.js.map +1 -0
- package/dist/languages/cue.cjs +34 -0
- package/dist/languages/cue.cjs.map +1 -0
- package/dist/languages/cue.d.cts +29 -0
- package/dist/languages/cue.d.ts +29 -0
- package/dist/languages/cue.js +32 -0
- package/dist/languages/cue.js.map +1 -0
- package/dist/languages/gdscript.cjs +34 -0
- package/dist/languages/gdscript.cjs.map +1 -0
- package/dist/languages/gdscript.d.cts +29 -0
- package/dist/languages/gdscript.d.ts +29 -0
- package/dist/languages/gdscript.js +32 -0
- package/dist/languages/gdscript.js.map +1 -0
- package/dist/languages/handlebars.cjs +34 -0
- package/dist/languages/handlebars.cjs.map +1 -0
- package/dist/languages/handlebars.d.cts +29 -0
- package/dist/languages/handlebars.d.ts +29 -0
- package/dist/languages/handlebars.js +32 -0
- package/dist/languages/handlebars.js.map +1 -0
- package/dist/languages/hlsl.cjs +34 -0
- package/dist/languages/hlsl.cjs.map +1 -0
- package/dist/languages/hlsl.d.cts +29 -0
- package/dist/languages/hlsl.d.ts +29 -0
- package/dist/languages/hlsl.js +32 -0
- package/dist/languages/hlsl.js.map +1 -0
- package/dist/languages/jinja.cjs +34 -0
- package/dist/languages/jinja.cjs.map +1 -0
- package/dist/languages/jinja.d.cts +29 -0
- package/dist/languages/jinja.d.ts +29 -0
- package/dist/languages/jinja.js +32 -0
- package/dist/languages/jinja.js.map +1 -0
- package/dist/languages/liquid.cjs +34 -0
- package/dist/languages/liquid.cjs.map +1 -0
- package/dist/languages/liquid.d.cts +29 -0
- package/dist/languages/liquid.d.ts +29 -0
- package/dist/languages/liquid.js +32 -0
- package/dist/languages/liquid.js.map +1 -0
- package/dist/languages/mdx.cjs +34 -0
- package/dist/languages/mdx.cjs.map +1 -0
- package/dist/languages/mdx.d.cts +29 -0
- package/dist/languages/mdx.d.ts +29 -0
- package/dist/languages/mdx.js +32 -0
- package/dist/languages/mdx.js.map +1 -0
- package/dist/languages/mermaid.cjs +34 -0
- package/dist/languages/mermaid.cjs.map +1 -0
- package/dist/languages/mermaid.d.cts +29 -0
- package/dist/languages/mermaid.d.ts +29 -0
- package/dist/languages/mermaid.js +32 -0
- package/dist/languages/mermaid.js.map +1 -0
- package/dist/languages/plantuml.cjs +34 -0
- package/dist/languages/plantuml.cjs.map +1 -0
- package/dist/languages/plantuml.d.cts +29 -0
- package/dist/languages/plantuml.d.ts +29 -0
- package/dist/languages/plantuml.js +32 -0
- package/dist/languages/plantuml.js.map +1 -0
- package/dist/languages/prolog.cjs +34 -0
- package/dist/languages/prolog.cjs.map +1 -0
- package/dist/languages/prolog.d.cts +29 -0
- package/dist/languages/prolog.d.ts +29 -0
- package/dist/languages/prolog.js +32 -0
- package/dist/languages/prolog.js.map +1 -0
- package/dist/languages/qml.cjs +34 -0
- package/dist/languages/qml.cjs.map +1 -0
- package/dist/languages/qml.d.cts +29 -0
- package/dist/languages/qml.d.ts +29 -0
- package/dist/languages/qml.js +32 -0
- package/dist/languages/qml.js.map +1 -0
- package/dist/languages/starlark.cjs +34 -0
- package/dist/languages/starlark.cjs.map +1 -0
- package/dist/languages/starlark.d.cts +29 -0
- package/dist/languages/starlark.d.ts +29 -0
- package/dist/languages/starlark.js +32 -0
- package/dist/languages/starlark.js.map +1 -0
- package/dist/languages/typst.cjs +34 -0
- package/dist/languages/typst.cjs.map +1 -0
- package/dist/languages/typst.d.cts +29 -0
- package/dist/languages/typst.d.ts +29 -0
- package/dist/languages/typst.js +32 -0
- package/dist/languages/typst.js.map +1 -0
- package/dist/languages/verilog.cjs +34 -0
- package/dist/languages/verilog.cjs.map +1 -0
- package/dist/languages/verilog.d.cts +29 -0
- package/dist/languages/verilog.d.ts +29 -0
- package/dist/languages/verilog.js +32 -0
- package/dist/languages/verilog.js.map +1 -0
- package/dist/languages/vhdl.cjs +34 -0
- package/dist/languages/vhdl.cjs.map +1 -0
- package/dist/languages/vhdl.d.cts +29 -0
- package/dist/languages/vhdl.d.ts +29 -0
- package/dist/languages/vhdl.js +32 -0
- package/dist/languages/vhdl.js.map +1 -0
- package/dist/languages/wgsl.cjs +34 -0
- package/dist/languages/wgsl.cjs.map +1 -0
- package/dist/languages/wgsl.d.cts +29 -0
- package/dist/languages/wgsl.d.ts +29 -0
- package/dist/languages/wgsl.js +32 -0
- package/dist/languages/wgsl.js.map +1 -0
- package/package.json +101 -1
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declare const cue: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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packageManagers: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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};
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export { cue };
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declare const cue: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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packageManagers: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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};
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export { cue };
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// src/languages/cue.ts
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var cue = {
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slug: "cue",
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publishedDate: "2019-02-27",
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extensions: [".cue"],
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author: "Marcel van Lohuizen / CUE contributors",
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website: "https://cue.dev",
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paradigms: ["declarative", "constraint-based", "data-validation", "configuration"],
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tooling: {
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runtimes: ["CUE CLI", "Go"],
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packageManagers: ["Go modules"],
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ecosystems: ["Configuration", "Validation", "Kubernetes", "DevOps"]
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},
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version: "0.16.1",
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logo: "https://avatars.githubusercontent.com/u/43867057?s=200&v=4",
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i18n: {
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en: {
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name: "CUE",
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description: "A constraint-based language for configuration, data validation, and generation.",
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longDescription: "CUE combines configuration data, schemas, validation rules, and policy constraints in one language. Its values can be incomplete, unified, exported, and checked against structural constraints, making it useful for managing complex data definitions.\n\nIt is used with Kubernetes manifests, JSON, YAML, OpenAPI, Protobuf, CI configuration, infrastructure definitions, and systems that need one source of truth for data shape and validation."
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},
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es: {
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name: "CUE",
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description: "Un lenguaje basado en restricciones para configuracion, validacion y generacion de datos.",
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longDescription: "CUE combina datos de configuracion, esquemas, reglas de validacion y restricciones de politica en un solo lenguaje. Sus valores pueden estar incompletos, unificarse, exportarse y comprobarse contra restricciones estructurales, lo que ayuda a gestionar definiciones de datos complejas.\n\nSe usa con manifiestos Kubernetes, JSON, YAML, OpenAPI, Protobuf, configuracion de CI, definiciones de infraestructura y sistemas que necesitan una fuente unica para forma y validacion de datos."
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}
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}
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};
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export { cue };
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//# sourceMappingURL=cue.js.map
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//# sourceMappingURL=cue.js.map
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{"version":3,"sources":["../../src/languages/cue.ts"],"names":[],"mappings":";AAEO,IAAM,GAAA,GAAM;AAAA,EACjB,IAAA,EAAM,KAAA;AAAA,EACN,aAAA,EAAe,YAAA;AAAA,EACf,UAAA,EAAY,CAAC,MAAM,CAAA;AAAA,EACnB,MAAA,EAAQ,wCAAA;AAAA,EACR,OAAA,EAAS,iBAAA;AAAA,EACT,SAAA,EAAW,CAAC,aAAA,EAAe,kBAAA,EAAoB,mBAAmB,eAAe,CAAA;AAAA,EACjF,OAAA,EAAS;AAAA,IACP,QAAA,EAAU,CAAC,SAAA,EAAW,IAAI,CAAA;AAAA,IAC1B,eAAA,EAAiB,CAAC,YAAY,CAAA;AAAA,IAC9B,UAAA,EAAY,CAAC,eAAA,EAAiB,YAAA,EAAc,cAAc,QAAQ;AAAA,GACpE;AAAA,EACA,OAAA,EAAS,QAAA;AAAA,EACT,IAAA,EAAM,4DAAA;AAAA,EACN,IAAA,EAAM;AAAA,IACJ,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,KAAA;AAAA,MACN,WAAA,EACE,iFAAA;AAAA,MACF,eAAA,EACE;AAAA,KACJ;AAAA,IACA,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,KAAA;AAAA,MACN,WAAA,EACE,2FAAA;AAAA,MACF,eAAA,EACE;AAAA;AACJ;AAEJ","file":"cue.js","sourcesContent":["import type { Language } from \"../types\";\n\nexport const cue = {\n slug: \"cue\",\n publishedDate: \"2019-02-27\",\n extensions: [\".cue\"],\n author: \"Marcel van Lohuizen / CUE contributors\",\n website: \"https://cue.dev\",\n paradigms: [\"declarative\", \"constraint-based\", \"data-validation\", \"configuration\"],\n tooling: {\n runtimes: [\"CUE CLI\", \"Go\"],\n packageManagers: [\"Go modules\"],\n ecosystems: [\"Configuration\", \"Validation\", \"Kubernetes\", \"DevOps\"],\n },\n version: \"0.16.1\",\n logo: \"https://avatars.githubusercontent.com/u/43867057?s=200&v=4\",\n i18n: {\n en: {\n name: \"CUE\",\n description:\n \"A constraint-based language for configuration, data validation, and generation.\",\n longDescription:\n \"CUE combines configuration data, schemas, validation rules, and policy constraints in one language. Its values can be incomplete, unified, exported, and checked against structural constraints, making it useful for managing complex data definitions.\\n\\nIt is used with Kubernetes manifests, JSON, YAML, OpenAPI, Protobuf, CI configuration, infrastructure definitions, and systems that need one source of truth for data shape and validation.\",\n },\n es: {\n name: \"CUE\",\n description:\n \"Un lenguaje basado en restricciones para configuracion, validacion y generacion de datos.\",\n longDescription:\n \"CUE combina datos de configuracion, esquemas, reglas de validacion y restricciones de politica en un solo lenguaje. Sus valores pueden estar incompletos, unificarse, exportarse y comprobarse contra restricciones estructurales, lo que ayuda a gestionar definiciones de datos complejas.\\n\\nSe usa con manifiestos Kubernetes, JSON, YAML, OpenAPI, Protobuf, configuracion de CI, definiciones de infraestructura y sistemas que necesitan una fuente unica para forma y validacion de datos.\",\n },\n },\n} satisfies Language;\n"]}
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'use strict';
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// src/languages/gdscript.ts
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var gdscript = {
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slug: "gdscript",
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publishedDate: "2014-12-15",
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extensions: [".gd"],
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author: "Juan Linietsky, Ariel Manzur / Godot contributors",
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website: "https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/",
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paradigms: ["object-oriented", "imperative", "event-driven", "scripting"],
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tooling: {
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runtimes: ["Godot Engine"],
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packageManagers: ["Godot Asset Library"],
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ecosystems: ["Game Development", "2D Games", "3D Games"]
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},
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version: "4.6",
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logo: "https://cdn.simpleicons.org/godotengine/478CBF",
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i18n: {
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en: {
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name: "GDScript",
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description: "Godot Engine's integrated scripting language for gameplay and editor logic.",
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longDescription: "GDScript is a high-level scripting language built for Godot Engine. It uses indentation-based syntax, dynamic and optional static typing, signals, scene-node integration, coroutines, resources, and editor-aware tooling tailored to game development.\n\nIt is used to implement gameplay, UI behavior, tools, animation logic, prototypes, editor plugins, and scripts that interact closely with Godot scenes and engine APIs."
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},
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es: {
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name: "GDScript",
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description: "El lenguaje de scripting integrado de Godot Engine para gameplay y logica de editor.",
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longDescription: "GDScript es un lenguaje de scripting de alto nivel creado para Godot Engine. Usa sintaxis basada en indentacion, tipado dinamico y estatico opcional, senales, integracion con nodos de escena, corrutinas, recursos y tooling del editor orientado al desarrollo de juegos.\n\nSe usa para implementar gameplay, comportamiento de UI, herramientas, logica de animacion, prototipos, plugins del editor y scripts que interactuan de cerca con escenas y APIs de Godot."
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}
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}
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};
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exports.gdscript = gdscript;
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{"version":3,"sources":["../../src/languages/gdscript.ts"],"names":[],"mappings":";;;AAEO,IAAM,QAAA,GAAW;AAAA,EACtB,IAAA,EAAM,UAAA;AAAA,EACN,aAAA,EAAe,YAAA;AAAA,EACf,UAAA,EAAY,CAAC,KAAK,CAAA;AAAA,EAClB,MAAA,EAAQ,mDAAA;AAAA,EACR,OAAA,EAAS,sEAAA;AAAA,EACT,SAAA,EAAW,CAAC,iBAAA,EAAmB,YAAA,EAAc,gBAAgB,WAAW,CAAA;AAAA,EACxE,OAAA,EAAS;AAAA,IACP,QAAA,EAAU,CAAC,cAAc,CAAA;AAAA,IACzB,eAAA,EAAiB,CAAC,qBAAqB,CAAA;AAAA,IACvC,UAAA,EAAY,CAAC,kBAAA,EAAoB,UAAA,EAAY,UAAU;AAAA,GACzD;AAAA,EACA,OAAA,EAAS,KAAA;AAAA,EACT,IAAA,EAAM,gDAAA;AAAA,EACN,IAAA,EAAM;AAAA,IACJ,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,UAAA;AAAA,MACN,WAAA,EAAa,6EAAA;AAAA,MACb,eAAA,EACE;AAAA,KACJ;AAAA,IACA,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,UAAA;AAAA,MACN,WAAA,EACE,sFAAA;AAAA,MACF,eAAA,EACE;AAAA;AACJ;AAEJ","file":"gdscript.cjs","sourcesContent":["import type { Language } from \"../types\";\n\nexport const gdscript = {\n slug: \"gdscript\",\n publishedDate: \"2014-12-15\",\n extensions: [\".gd\"],\n author: \"Juan Linietsky, Ariel Manzur / Godot contributors\",\n website: \"https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/\",\n paradigms: [\"object-oriented\", \"imperative\", \"event-driven\", \"scripting\"],\n tooling: {\n runtimes: [\"Godot Engine\"],\n packageManagers: [\"Godot Asset Library\"],\n ecosystems: [\"Game Development\", \"2D Games\", \"3D Games\"],\n },\n version: \"4.6\",\n logo: \"https://cdn.simpleicons.org/godotengine/478CBF\",\n i18n: {\n en: {\n name: \"GDScript\",\n description: \"Godot Engine's integrated scripting language for gameplay and editor logic.\",\n longDescription:\n \"GDScript is a high-level scripting language built for Godot Engine. It uses indentation-based syntax, dynamic and optional static typing, signals, scene-node integration, coroutines, resources, and editor-aware tooling tailored to game development.\\n\\nIt is used to implement gameplay, UI behavior, tools, animation logic, prototypes, editor plugins, and scripts that interact closely with Godot scenes and engine APIs.\",\n },\n es: {\n name: \"GDScript\",\n description:\n \"El lenguaje de scripting integrado de Godot Engine para gameplay y logica de editor.\",\n longDescription:\n \"GDScript es un lenguaje de scripting de alto nivel creado para Godot Engine. Usa sintaxis basada en indentacion, tipado dinamico y estatico opcional, senales, integracion con nodos de escena, corrutinas, recursos y tooling del editor orientado al desarrollo de juegos.\\n\\nSe usa para implementar gameplay, comportamiento de UI, herramientas, logica de animacion, prototipos, plugins del editor y scripts que interactuan de cerca con escenas y APIs de Godot.\",\n },\n },\n} satisfies Language;\n"]}
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declare const gdscript: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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packageManagers: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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name: string;
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export { gdscript };
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declare const gdscript: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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packageManagers: string[];
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};
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version: string;
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logo: string;
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i18n: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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export { gdscript };
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// src/languages/gdscript.ts
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var gdscript = {
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slug: "gdscript",
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publishedDate: "2014-12-15",
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extensions: [".gd"],
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author: "Juan Linietsky, Ariel Manzur / Godot contributors",
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website: "https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/",
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paradigms: ["object-oriented", "imperative", "event-driven", "scripting"],
|
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tooling: {
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runtimes: ["Godot Engine"],
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packageManagers: ["Godot Asset Library"],
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ecosystems: ["Game Development", "2D Games", "3D Games"]
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},
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version: "4.6",
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logo: "https://cdn.simpleicons.org/godotengine/478CBF",
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i18n: {
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en: {
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name: "GDScript",
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description: "Godot Engine's integrated scripting language for gameplay and editor logic.",
|
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longDescription: "GDScript is a high-level scripting language built for Godot Engine. It uses indentation-based syntax, dynamic and optional static typing, signals, scene-node integration, coroutines, resources, and editor-aware tooling tailored to game development.\n\nIt is used to implement gameplay, UI behavior, tools, animation logic, prototypes, editor plugins, and scripts that interact closely with Godot scenes and engine APIs."
|
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},
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es: {
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name: "GDScript",
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description: "El lenguaje de scripting integrado de Godot Engine para gameplay y logica de editor.",
|
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longDescription: "GDScript es un lenguaje de scripting de alto nivel creado para Godot Engine. Usa sintaxis basada en indentacion, tipado dinamico y estatico opcional, senales, integracion con nodos de escena, corrutinas, recursos y tooling del editor orientado al desarrollo de juegos.\n\nSe usa para implementar gameplay, comportamiento de UI, herramientas, logica de animacion, prototipos, plugins del editor y scripts que interactuan de cerca con escenas y APIs de Godot."
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}
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}
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};
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export { gdscript };
|
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//# sourceMappingURL=gdscript.js.map
|
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//# sourceMappingURL=gdscript.js.map
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@@ -0,0 +1 @@
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{"version":3,"sources":["../../src/languages/gdscript.ts"],"names":[],"mappings":";AAEO,IAAM,QAAA,GAAW;AAAA,EACtB,IAAA,EAAM,UAAA;AAAA,EACN,aAAA,EAAe,YAAA;AAAA,EACf,UAAA,EAAY,CAAC,KAAK,CAAA;AAAA,EAClB,MAAA,EAAQ,mDAAA;AAAA,EACR,OAAA,EAAS,sEAAA;AAAA,EACT,SAAA,EAAW,CAAC,iBAAA,EAAmB,YAAA,EAAc,gBAAgB,WAAW,CAAA;AAAA,EACxE,OAAA,EAAS;AAAA,IACP,QAAA,EAAU,CAAC,cAAc,CAAA;AAAA,IACzB,eAAA,EAAiB,CAAC,qBAAqB,CAAA;AAAA,IACvC,UAAA,EAAY,CAAC,kBAAA,EAAoB,UAAA,EAAY,UAAU;AAAA,GACzD;AAAA,EACA,OAAA,EAAS,KAAA;AAAA,EACT,IAAA,EAAM,gDAAA;AAAA,EACN,IAAA,EAAM;AAAA,IACJ,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,UAAA;AAAA,MACN,WAAA,EAAa,6EAAA;AAAA,MACb,eAAA,EACE;AAAA,KACJ;AAAA,IACA,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,UAAA;AAAA,MACN,WAAA,EACE,sFAAA;AAAA,MACF,eAAA,EACE;AAAA;AACJ;AAEJ","file":"gdscript.js","sourcesContent":["import type { Language } from \"../types\";\n\nexport const gdscript = {\n slug: \"gdscript\",\n publishedDate: \"2014-12-15\",\n extensions: [\".gd\"],\n author: \"Juan Linietsky, Ariel Manzur / Godot contributors\",\n website: \"https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/\",\n paradigms: [\"object-oriented\", \"imperative\", \"event-driven\", \"scripting\"],\n tooling: {\n runtimes: [\"Godot Engine\"],\n packageManagers: [\"Godot Asset Library\"],\n ecosystems: [\"Game Development\", \"2D Games\", \"3D Games\"],\n },\n version: \"4.6\",\n logo: \"https://cdn.simpleicons.org/godotengine/478CBF\",\n i18n: {\n en: {\n name: \"GDScript\",\n description: \"Godot Engine's integrated scripting language for gameplay and editor logic.\",\n longDescription:\n \"GDScript is a high-level scripting language built for Godot Engine. It uses indentation-based syntax, dynamic and optional static typing, signals, scene-node integration, coroutines, resources, and editor-aware tooling tailored to game development.\\n\\nIt is used to implement gameplay, UI behavior, tools, animation logic, prototypes, editor plugins, and scripts that interact closely with Godot scenes and engine APIs.\",\n },\n es: {\n name: \"GDScript\",\n description:\n \"El lenguaje de scripting integrado de Godot Engine para gameplay y logica de editor.\",\n longDescription:\n \"GDScript es un lenguaje de scripting de alto nivel creado para Godot Engine. Usa sintaxis basada en indentacion, tipado dinamico y estatico opcional, senales, integracion con nodos de escena, corrutinas, recursos y tooling del editor orientado al desarrollo de juegos.\\n\\nSe usa para implementar gameplay, comportamiento de UI, herramientas, logica de animacion, prototipos, plugins del editor y scripts que interactuan de cerca con escenas y APIs de Godot.\",\n },\n },\n} satisfies Language;\n"]}
|
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@@ -0,0 +1,34 @@
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'use strict';
|
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2
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+
|
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3
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// src/languages/handlebars.ts
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4
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+
var handlebars = {
|
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5
|
+
slug: "handlebars",
|
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6
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+
publishedDate: "2010-07-01",
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7
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+
extensions: [".hbs", ".handlebars"],
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+
author: "Yehuda Katz / Handlebars contributors",
|
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9
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+
website: "https://handlebarsjs.com",
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+
paradigms: ["templating", "declarative", "logic-less"],
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11
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+
tooling: {
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12
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+
runtimes: ["Node.js", "Browser"],
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packageManagers: ["npm", "Yarn", "pnpm"],
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ecosystems: ["Web", "Email Templates", "Static Sites"]
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},
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version: "4.7.9",
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logo: "https://cdn.simpleicons.org/handlebarsdotjs/000000",
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i18n: {
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en: {
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name: "Handlebars",
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description: "A logic-light template language for rendering HTML and text from data.",
|
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+
longDescription: "Handlebars is a template language and JavaScript runtime that extends Mustache with helpers, block expressions, partials, precompilation, and escaping. It keeps templates focused on presentation while letting helpers supply reusable behavior.\n\nIt is used for server-rendered HTML, client-side views, static site generation, transactional email, documentation tools, and build systems that need predictable text generation from structured data."
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},
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es: {
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name: "Handlebars",
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description: "Un lenguaje de plantillas con poca logica para renderizar HTML y texto desde datos.",
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longDescription: "Handlebars es un lenguaje de plantillas y runtime JavaScript que extiende Mustache con helpers, expresiones de bloque, partials, precompilacion y escapado. Mantiene las plantillas centradas en la presentacion y deja que los helpers aporten comportamiento reutilizable.\n\nSe usa para HTML renderizado en servidor, vistas de cliente, generacion de sitios estaticos, email transaccional, herramientas de documentacion y sistemas de build que generan texto desde datos estructurados."
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}
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}
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};
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exports.handlebars = handlebars;
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//# sourceMappingURL=handlebars.cjs.map
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//# sourceMappingURL=handlebars.cjs.map
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1
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{"version":3,"sources":["../../src/languages/handlebars.ts"],"names":[],"mappings":";;;AAEO,IAAM,UAAA,GAAa;AAAA,EACxB,IAAA,EAAM,YAAA;AAAA,EACN,aAAA,EAAe,YAAA;AAAA,EACf,UAAA,EAAY,CAAC,MAAA,EAAQ,aAAa,CAAA;AAAA,EAClC,MAAA,EAAQ,uCAAA;AAAA,EACR,OAAA,EAAS,0BAAA;AAAA,EACT,SAAA,EAAW,CAAC,YAAA,EAAc,aAAA,EAAe,YAAY,CAAA;AAAA,EACrD,OAAA,EAAS;AAAA,IACP,QAAA,EAAU,CAAC,SAAA,EAAW,SAAS,CAAA;AAAA,IAC/B,eAAA,EAAiB,CAAC,KAAA,EAAO,MAAA,EAAQ,MAAM,CAAA;AAAA,IACvC,UAAA,EAAY,CAAC,KAAA,EAAO,iBAAA,EAAmB,cAAc;AAAA,GACvD;AAAA,EACA,OAAA,EAAS,OAAA;AAAA,EACT,IAAA,EAAM,oDAAA;AAAA,EACN,IAAA,EAAM;AAAA,IACJ,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,YAAA;AAAA,MACN,WAAA,EAAa,wEAAA;AAAA,MACb,eAAA,EACE;AAAA,KACJ;AAAA,IACA,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,YAAA;AAAA,MACN,WAAA,EACE,qFAAA;AAAA,MACF,eAAA,EACE;AAAA;AACJ;AAEJ","file":"handlebars.cjs","sourcesContent":["import type { Language } from \"../types\";\n\nexport const handlebars = {\n slug: \"handlebars\",\n publishedDate: \"2010-07-01\",\n extensions: [\".hbs\", \".handlebars\"],\n author: \"Yehuda Katz / Handlebars contributors\",\n website: \"https://handlebarsjs.com\",\n paradigms: [\"templating\", \"declarative\", \"logic-less\"],\n tooling: {\n runtimes: [\"Node.js\", \"Browser\"],\n packageManagers: [\"npm\", \"Yarn\", \"pnpm\"],\n ecosystems: [\"Web\", \"Email Templates\", \"Static Sites\"],\n },\n version: \"4.7.9\",\n logo: \"https://cdn.simpleicons.org/handlebarsdotjs/000000\",\n i18n: {\n en: {\n name: \"Handlebars\",\n description: \"A logic-light template language for rendering HTML and text from data.\",\n longDescription:\n \"Handlebars is a template language and JavaScript runtime that extends Mustache with helpers, block expressions, partials, precompilation, and escaping. It keeps templates focused on presentation while letting helpers supply reusable behavior.\\n\\nIt is used for server-rendered HTML, client-side views, static site generation, transactional email, documentation tools, and build systems that need predictable text generation from structured data.\",\n },\n es: {\n name: \"Handlebars\",\n description:\n \"Un lenguaje de plantillas con poca logica para renderizar HTML y texto desde datos.\",\n longDescription:\n \"Handlebars es un lenguaje de plantillas y runtime JavaScript que extiende Mustache con helpers, expresiones de bloque, partials, precompilacion y escapado. Mantiene las plantillas centradas en la presentacion y deja que los helpers aporten comportamiento reutilizable.\\n\\nSe usa para HTML renderizado en servidor, vistas de cliente, generacion de sitios estaticos, email transaccional, herramientas de documentacion y sistemas de build que generan texto desde datos estructurados.\",\n },\n },\n} satisfies Language;\n"]}
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declare const handlebars: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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packageManagers: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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};
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export { handlebars };
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declare const handlebars: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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packageManagers: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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+
};
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export { handlebars };
|
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@@ -0,0 +1,32 @@
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1
|
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// src/languages/handlebars.ts
|
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2
|
+
var handlebars = {
|
|
3
|
+
slug: "handlebars",
|
|
4
|
+
publishedDate: "2010-07-01",
|
|
5
|
+
extensions: [".hbs", ".handlebars"],
|
|
6
|
+
author: "Yehuda Katz / Handlebars contributors",
|
|
7
|
+
website: "https://handlebarsjs.com",
|
|
8
|
+
paradigms: ["templating", "declarative", "logic-less"],
|
|
9
|
+
tooling: {
|
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10
|
+
runtimes: ["Node.js", "Browser"],
|
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11
|
+
packageManagers: ["npm", "Yarn", "pnpm"],
|
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12
|
+
ecosystems: ["Web", "Email Templates", "Static Sites"]
|
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+
},
|
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14
|
+
version: "4.7.9",
|
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15
|
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logo: "https://cdn.simpleicons.org/handlebarsdotjs/000000",
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i18n: {
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en: {
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name: "Handlebars",
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description: "A logic-light template language for rendering HTML and text from data.",
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longDescription: "Handlebars is a template language and JavaScript runtime that extends Mustache with helpers, block expressions, partials, precompilation, and escaping. It keeps templates focused on presentation while letting helpers supply reusable behavior.\n\nIt is used for server-rendered HTML, client-side views, static site generation, transactional email, documentation tools, and build systems that need predictable text generation from structured data."
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name: "Handlebars",
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description: "Un lenguaje de plantillas con poca logica para renderizar HTML y texto desde datos.",
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longDescription: "Handlebars es un lenguaje de plantillas y runtime JavaScript que extiende Mustache con helpers, expresiones de bloque, partials, precompilacion y escapado. Mantiene las plantillas centradas en la presentacion y deja que los helpers aporten comportamiento reutilizable.\n\nSe usa para HTML renderizado en servidor, vistas de cliente, generacion de sitios estaticos, email transaccional, herramientas de documentacion y sistemas de build que generan texto desde datos estructurados."
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{"version":3,"sources":["../../src/languages/handlebars.ts"],"names":[],"mappings":";AAEO,IAAM,UAAA,GAAa;AAAA,EACxB,IAAA,EAAM,YAAA;AAAA,EACN,aAAA,EAAe,YAAA;AAAA,EACf,UAAA,EAAY,CAAC,MAAA,EAAQ,aAAa,CAAA;AAAA,EAClC,MAAA,EAAQ,uCAAA;AAAA,EACR,OAAA,EAAS,0BAAA;AAAA,EACT,SAAA,EAAW,CAAC,YAAA,EAAc,aAAA,EAAe,YAAY,CAAA;AAAA,EACrD,OAAA,EAAS;AAAA,IACP,QAAA,EAAU,CAAC,SAAA,EAAW,SAAS,CAAA;AAAA,IAC/B,eAAA,EAAiB,CAAC,KAAA,EAAO,MAAA,EAAQ,MAAM,CAAA;AAAA,IACvC,UAAA,EAAY,CAAC,KAAA,EAAO,iBAAA,EAAmB,cAAc;AAAA,GACvD;AAAA,EACA,OAAA,EAAS,OAAA;AAAA,EACT,IAAA,EAAM,oDAAA;AAAA,EACN,IAAA,EAAM;AAAA,IACJ,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,YAAA;AAAA,MACN,WAAA,EAAa,wEAAA;AAAA,MACb,eAAA,EACE;AAAA,KACJ;AAAA,IACA,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,YAAA;AAAA,MACN,WAAA,EACE,qFAAA;AAAA,MACF,eAAA,EACE;AAAA;AACJ;AAEJ","file":"handlebars.js","sourcesContent":["import type { Language } from \"../types\";\n\nexport const handlebars = {\n slug: \"handlebars\",\n publishedDate: \"2010-07-01\",\n extensions: [\".hbs\", \".handlebars\"],\n author: \"Yehuda Katz / Handlebars contributors\",\n website: \"https://handlebarsjs.com\",\n paradigms: [\"templating\", \"declarative\", \"logic-less\"],\n tooling: {\n runtimes: [\"Node.js\", \"Browser\"],\n packageManagers: [\"npm\", \"Yarn\", \"pnpm\"],\n ecosystems: [\"Web\", \"Email Templates\", \"Static Sites\"],\n },\n version: \"4.7.9\",\n logo: \"https://cdn.simpleicons.org/handlebarsdotjs/000000\",\n i18n: {\n en: {\n name: \"Handlebars\",\n description: \"A logic-light template language for rendering HTML and text from data.\",\n longDescription:\n \"Handlebars is a template language and JavaScript runtime that extends Mustache with helpers, block expressions, partials, precompilation, and escaping. It keeps templates focused on presentation while letting helpers supply reusable behavior.\\n\\nIt is used for server-rendered HTML, client-side views, static site generation, transactional email, documentation tools, and build systems that need predictable text generation from structured data.\",\n },\n es: {\n name: \"Handlebars\",\n description:\n \"Un lenguaje de plantillas con poca logica para renderizar HTML y texto desde datos.\",\n longDescription:\n \"Handlebars es un lenguaje de plantillas y runtime JavaScript que extiende Mustache con helpers, expresiones de bloque, partials, precompilacion y escapado. Mantiene las plantillas centradas en la presentacion y deja que los helpers aporten comportamiento reutilizable.\\n\\nSe usa para HTML renderizado en servidor, vistas de cliente, generacion de sitios estaticos, email transaccional, herramientas de documentacion y sistemas de build que generan texto desde datos estructurados.\",\n },\n },\n} satisfies Language;\n"]}
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'use strict';
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// src/languages/hlsl.ts
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var hlsl = {
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slug: "hlsl",
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publishedDate: "2002-12-01",
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extensions: [".hlsl", ".fx", ".fxh", ".hlsli"],
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author: "Microsoft",
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website: "https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl",
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paradigms: ["shader", "data-parallel", "graphics", "procedural"],
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tooling: {
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runtimes: ["Direct3D", "DirectX Shader Compiler", "Game Engines"],
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packageManagers: ["NuGet", "vcpkg"],
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ecosystems: ["Graphics", "Game Development", "GPU Programming", "DirectX"]
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},
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version: "Shader Model 6.9",
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logo: "https://cdn.jsdelivr.net/gh/vscode-icons/vscode-icons@master/icons/file_type_hlsl.svg",
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i18n: {
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en: {
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name: "HLSL",
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description: "Microsoft's High-Level Shading Language for programmable graphics pipelines.",
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longDescription: "HLSL is a shader language for Direct3D and related graphics pipelines. It provides C-like syntax, vector and matrix types, textures, samplers, constant buffers, semantics, intrinsics, and shader stages for vertex, pixel, compute, geometry, hull, domain, mesh, amplification, and ray tracing workloads.\n\nIt is used in Windows games, rendering engines, GPU compute tasks, visual effects, real-time simulations, DirectX tools, and cross-compiled shader workflows that target modern graphics hardware."
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},
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es: {
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name: "HLSL",
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description: "El High-Level Shading Language de Microsoft para pipelines graficos programables.",
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longDescription: "HLSL es un lenguaje de shaders para Direct3D y pipelines graficos relacionados. Ofrece sintaxis similar a C, tipos vectoriales y matriciales, texturas, samplers, constant buffers, semanticas, intrinsics y etapas de shader para vertex, pixel, compute, geometry, hull, domain, mesh, amplification y ray tracing.\n\nSe usa en juegos Windows, motores de rendering, tareas GPU compute, efectos visuales, simulaciones en tiempo real, herramientas DirectX y flujos de shaders cross-compiled hacia hardware grafico moderno."
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};
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exports.hlsl = hlsl;
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{"version":3,"sources":["../../src/languages/hlsl.ts"],"names":[],"mappings":";;;AAEO,IAAM,IAAA,GAAO;AAAA,EAClB,IAAA,EAAM,MAAA;AAAA,EACN,aAAA,EAAe,YAAA;AAAA,EACf,UAAA,EAAY,CAAC,OAAA,EAAS,KAAA,EAAO,QAAQ,QAAQ,CAAA;AAAA,EAC7C,MAAA,EAAQ,WAAA;AAAA,EACR,OAAA,EAAS,+EAAA;AAAA,EACT,SAAA,EAAW,CAAC,QAAA,EAAU,eAAA,EAAiB,YAAY,YAAY,CAAA;AAAA,EAC/D,OAAA,EAAS;AAAA,IACP,QAAA,EAAU,CAAC,UAAA,EAAY,yBAAA,EAA2B,cAAc,CAAA;AAAA,IAChE,eAAA,EAAiB,CAAC,OAAA,EAAS,OAAO,CAAA;AAAA,IAClC,UAAA,EAAY,CAAC,UAAA,EAAY,kBAAA,EAAoB,mBAAmB,SAAS;AAAA,GAC3E;AAAA,EACA,OAAA,EAAS,kBAAA;AAAA,EACT,IAAA,EAAM,uFAAA;AAAA,EACN,IAAA,EAAM;AAAA,IACJ,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,MAAA;AAAA,MACN,WAAA,EAAa,8EAAA;AAAA,MACb,eAAA,EACE;AAAA,KACJ;AAAA,IACA,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,MAAA;AAAA,MACN,WAAA,EACE,mFAAA;AAAA,MACF,eAAA,EACE;AAAA;AACJ;AAEJ","file":"hlsl.cjs","sourcesContent":["import type { Language } from \"../types\";\n\nexport const hlsl = {\n slug: \"hlsl\",\n publishedDate: \"2002-12-01\",\n extensions: [\".hlsl\", \".fx\", \".fxh\", \".hlsli\"],\n author: \"Microsoft\",\n website: \"https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl\",\n paradigms: [\"shader\", \"data-parallel\", \"graphics\", \"procedural\"],\n tooling: {\n runtimes: [\"Direct3D\", \"DirectX Shader Compiler\", \"Game Engines\"],\n packageManagers: [\"NuGet\", \"vcpkg\"],\n ecosystems: [\"Graphics\", \"Game Development\", \"GPU Programming\", \"DirectX\"],\n },\n version: \"Shader Model 6.9\",\n logo: \"https://cdn.jsdelivr.net/gh/vscode-icons/vscode-icons@master/icons/file_type_hlsl.svg\",\n i18n: {\n en: {\n name: \"HLSL\",\n description: \"Microsoft's High-Level Shading Language for programmable graphics pipelines.\",\n longDescription:\n \"HLSL is a shader language for Direct3D and related graphics pipelines. It provides C-like syntax, vector and matrix types, textures, samplers, constant buffers, semantics, intrinsics, and shader stages for vertex, pixel, compute, geometry, hull, domain, mesh, amplification, and ray tracing workloads.\\n\\nIt is used in Windows games, rendering engines, GPU compute tasks, visual effects, real-time simulations, DirectX tools, and cross-compiled shader workflows that target modern graphics hardware.\",\n },\n es: {\n name: \"HLSL\",\n description:\n \"El High-Level Shading Language de Microsoft para pipelines graficos programables.\",\n longDescription:\n \"HLSL es un lenguaje de shaders para Direct3D y pipelines graficos relacionados. Ofrece sintaxis similar a C, tipos vectoriales y matriciales, texturas, samplers, constant buffers, semanticas, intrinsics y etapas de shader para vertex, pixel, compute, geometry, hull, domain, mesh, amplification y ray tracing.\\n\\nSe usa en juegos Windows, motores de rendering, tareas GPU compute, efectos visuales, simulaciones en tiempo real, herramientas DirectX y flujos de shaders cross-compiled hacia hardware grafico moderno.\",\n },\n },\n} satisfies Language;\n"]}
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declare const hlsl: {
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slug: string;
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3
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publishedDate: string;
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4
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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packageManagers: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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};
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export { hlsl };
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declare const hlsl: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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packageManagers: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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};
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export { hlsl };
|
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@@ -0,0 +1,32 @@
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// src/languages/hlsl.ts
|
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var hlsl = {
|
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|
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slug: "hlsl",
|
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4
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publishedDate: "2002-12-01",
|
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|
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extensions: [".hlsl", ".fx", ".fxh", ".hlsli"],
|
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author: "Microsoft",
|
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|
+
website: "https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl",
|
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paradigms: ["shader", "data-parallel", "graphics", "procedural"],
|
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tooling: {
|
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runtimes: ["Direct3D", "DirectX Shader Compiler", "Game Engines"],
|
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packageManagers: ["NuGet", "vcpkg"],
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+
ecosystems: ["Graphics", "Game Development", "GPU Programming", "DirectX"]
|
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},
|
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version: "Shader Model 6.9",
|
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logo: "https://cdn.jsdelivr.net/gh/vscode-icons/vscode-icons@master/icons/file_type_hlsl.svg",
|
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i18n: {
|
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en: {
|
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name: "HLSL",
|
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|
+
description: "Microsoft's High-Level Shading Language for programmable graphics pipelines.",
|
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|
+
longDescription: "HLSL is a shader language for Direct3D and related graphics pipelines. It provides C-like syntax, vector and matrix types, textures, samplers, constant buffers, semantics, intrinsics, and shader stages for vertex, pixel, compute, geometry, hull, domain, mesh, amplification, and ray tracing workloads.\n\nIt is used in Windows games, rendering engines, GPU compute tasks, visual effects, real-time simulations, DirectX tools, and cross-compiled shader workflows that target modern graphics hardware."
|
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},
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es: {
|
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name: "HLSL",
|
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|
+
description: "El High-Level Shading Language de Microsoft para pipelines graficos programables.",
|
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|
+
longDescription: "HLSL es un lenguaje de shaders para Direct3D y pipelines graficos relacionados. Ofrece sintaxis similar a C, tipos vectoriales y matriciales, texturas, samplers, constant buffers, semanticas, intrinsics y etapas de shader para vertex, pixel, compute, geometry, hull, domain, mesh, amplification y ray tracing.\n\nSe usa en juegos Windows, motores de rendering, tareas GPU compute, efectos visuales, simulaciones en tiempo real, herramientas DirectX y flujos de shaders cross-compiled hacia hardware grafico moderno."
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}
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}
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};
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export { hlsl };
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//# sourceMappingURL=hlsl.js.map
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//# sourceMappingURL=hlsl.js.map
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{"version":3,"sources":["../../src/languages/hlsl.ts"],"names":[],"mappings":";AAEO,IAAM,IAAA,GAAO;AAAA,EAClB,IAAA,EAAM,MAAA;AAAA,EACN,aAAA,EAAe,YAAA;AAAA,EACf,UAAA,EAAY,CAAC,OAAA,EAAS,KAAA,EAAO,QAAQ,QAAQ,CAAA;AAAA,EAC7C,MAAA,EAAQ,WAAA;AAAA,EACR,OAAA,EAAS,+EAAA;AAAA,EACT,SAAA,EAAW,CAAC,QAAA,EAAU,eAAA,EAAiB,YAAY,YAAY,CAAA;AAAA,EAC/D,OAAA,EAAS;AAAA,IACP,QAAA,EAAU,CAAC,UAAA,EAAY,yBAAA,EAA2B,cAAc,CAAA;AAAA,IAChE,eAAA,EAAiB,CAAC,OAAA,EAAS,OAAO,CAAA;AAAA,IAClC,UAAA,EAAY,CAAC,UAAA,EAAY,kBAAA,EAAoB,mBAAmB,SAAS;AAAA,GAC3E;AAAA,EACA,OAAA,EAAS,kBAAA;AAAA,EACT,IAAA,EAAM,uFAAA;AAAA,EACN,IAAA,EAAM;AAAA,IACJ,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,MAAA;AAAA,MACN,WAAA,EAAa,8EAAA;AAAA,MACb,eAAA,EACE;AAAA,KACJ;AAAA,IACA,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,MAAA;AAAA,MACN,WAAA,EACE,mFAAA;AAAA,MACF,eAAA,EACE;AAAA;AACJ;AAEJ","file":"hlsl.js","sourcesContent":["import type { Language } from \"../types\";\n\nexport const hlsl = {\n slug: \"hlsl\",\n publishedDate: \"2002-12-01\",\n extensions: [\".hlsl\", \".fx\", \".fxh\", \".hlsli\"],\n author: \"Microsoft\",\n website: \"https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl\",\n paradigms: [\"shader\", \"data-parallel\", \"graphics\", \"procedural\"],\n tooling: {\n runtimes: [\"Direct3D\", \"DirectX Shader Compiler\", \"Game Engines\"],\n packageManagers: [\"NuGet\", \"vcpkg\"],\n ecosystems: [\"Graphics\", \"Game Development\", \"GPU Programming\", \"DirectX\"],\n },\n version: \"Shader Model 6.9\",\n logo: \"https://cdn.jsdelivr.net/gh/vscode-icons/vscode-icons@master/icons/file_type_hlsl.svg\",\n i18n: {\n en: {\n name: \"HLSL\",\n description: \"Microsoft's High-Level Shading Language for programmable graphics pipelines.\",\n longDescription:\n \"HLSL is a shader language for Direct3D and related graphics pipelines. It provides C-like syntax, vector and matrix types, textures, samplers, constant buffers, semantics, intrinsics, and shader stages for vertex, pixel, compute, geometry, hull, domain, mesh, amplification, and ray tracing workloads.\\n\\nIt is used in Windows games, rendering engines, GPU compute tasks, visual effects, real-time simulations, DirectX tools, and cross-compiled shader workflows that target modern graphics hardware.\",\n },\n es: {\n name: \"HLSL\",\n description:\n \"El High-Level Shading Language de Microsoft para pipelines graficos programables.\",\n longDescription:\n \"HLSL es un lenguaje de shaders para Direct3D y pipelines graficos relacionados. Ofrece sintaxis similar a C, tipos vectoriales y matriciales, texturas, samplers, constant buffers, semanticas, intrinsics y etapas de shader para vertex, pixel, compute, geometry, hull, domain, mesh, amplification y ray tracing.\\n\\nSe usa en juegos Windows, motores de rendering, tareas GPU compute, efectos visuales, simulaciones en tiempo real, herramientas DirectX y flujos de shaders cross-compiled hacia hardware grafico moderno.\",\n },\n },\n} satisfies Language;\n"]}
|
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|
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|
+
'use strict';
|
|
2
|
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|
|
3
|
+
// src/languages/jinja.ts
|
|
4
|
+
var jinja = {
|
|
5
|
+
slug: "jinja",
|
|
6
|
+
publishedDate: "2008-07-17",
|
|
7
|
+
extensions: [".jinja", ".jinja2", ".j2"],
|
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|
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author: "Armin Ronacher / Pallets",
|
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9
|
+
website: "https://jinja.palletsprojects.com",
|
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|
+
paradigms: ["templating", "declarative", "server-side", "scripting"],
|
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|
+
tooling: {
|
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12
|
+
runtimes: ["Python"],
|
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13
|
+
packageManagers: ["pip", "Poetry", "uv"],
|
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|
+
ecosystems: ["Python", "Flask", "Ansible", "Web"]
|
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+
},
|
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version: "3.1.6",
|
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17
|
+
logo: "https://cdn.simpleicons.org/jinja/B41717",
|
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18
|
+
i18n: {
|
|
19
|
+
en: {
|
|
20
|
+
name: "Jinja",
|
|
21
|
+
description: "A Python template language used for web views, automation, and configuration.",
|
|
22
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longDescription: "Jinja is a template engine for Python with inheritance, blocks, includes, macros, filters, tests, autoescaping, sandboxing, and whitespace control. Its syntax is expressive enough for reusable views while keeping application logic outside templates.\n\nIt is widely used in Flask applications, Ansible templates, static site generators, documentation systems, email rendering, configuration generation, and automation workflows."
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},
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es: {
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name: "Jinja",
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description: "Un lenguaje de plantillas para Python usado en vistas web, automatizacion y configuracion.",
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longDescription: "Jinja es un motor de plantillas para Python con herencia, bloques, includes, macros, filtros, tests, autoescapado, sandboxing y control de espacios. Su sintaxis permite vistas reutilizables sin llevar la logica de aplicacion a las plantillas.\n\nSe usa ampliamente en aplicaciones Flask, plantillas de Ansible, generadores de sitios estaticos, sistemas de documentacion, renderizado de email, generacion de configuracion y flujos de automatizacion."
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}
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}
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};
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exports.jinja = jinja;
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//# sourceMappingURL=jinja.cjs.map
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//# sourceMappingURL=jinja.cjs.map
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@@ -0,0 +1 @@
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1
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{"version":3,"sources":["../../src/languages/jinja.ts"],"names":[],"mappings":";;;AAEO,IAAM,KAAA,GAAQ;AAAA,EACnB,IAAA,EAAM,OAAA;AAAA,EACN,aAAA,EAAe,YAAA;AAAA,EACf,UAAA,EAAY,CAAC,QAAA,EAAU,SAAA,EAAW,KAAK,CAAA;AAAA,EACvC,MAAA,EAAQ,0BAAA;AAAA,EACR,OAAA,EAAS,mCAAA;AAAA,EACT,SAAA,EAAW,CAAC,YAAA,EAAc,aAAA,EAAe,eAAe,WAAW,CAAA;AAAA,EACnE,OAAA,EAAS;AAAA,IACP,QAAA,EAAU,CAAC,QAAQ,CAAA;AAAA,IACnB,eAAA,EAAiB,CAAC,KAAA,EAAO,QAAA,EAAU,IAAI,CAAA;AAAA,IACvC,UAAA,EAAY,CAAC,QAAA,EAAU,OAAA,EAAS,WAAW,KAAK;AAAA,GAClD;AAAA,EACA,OAAA,EAAS,OAAA;AAAA,EACT,IAAA,EAAM,0CAAA;AAAA,EACN,IAAA,EAAM;AAAA,IACJ,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,OAAA;AAAA,MACN,WAAA,EAAa,+EAAA;AAAA,MACb,eAAA,EACE;AAAA,KACJ;AAAA,IACA,EAAA,EAAI;AAAA,MACF,IAAA,EAAM,OAAA;AAAA,MACN,WAAA,EACE,4FAAA;AAAA,MACF,eAAA,EACE;AAAA;AACJ;AAEJ","file":"jinja.cjs","sourcesContent":["import type { Language } from \"../types\";\n\nexport const jinja = {\n slug: \"jinja\",\n publishedDate: \"2008-07-17\",\n extensions: [\".jinja\", \".jinja2\", \".j2\"],\n author: \"Armin Ronacher / Pallets\",\n website: \"https://jinja.palletsprojects.com\",\n paradigms: [\"templating\", \"declarative\", \"server-side\", \"scripting\"],\n tooling: {\n runtimes: [\"Python\"],\n packageManagers: [\"pip\", \"Poetry\", \"uv\"],\n ecosystems: [\"Python\", \"Flask\", \"Ansible\", \"Web\"],\n },\n version: \"3.1.6\",\n logo: \"https://cdn.simpleicons.org/jinja/B41717\",\n i18n: {\n en: {\n name: \"Jinja\",\n description: \"A Python template language used for web views, automation, and configuration.\",\n longDescription:\n \"Jinja is a template engine for Python with inheritance, blocks, includes, macros, filters, tests, autoescaping, sandboxing, and whitespace control. Its syntax is expressive enough for reusable views while keeping application logic outside templates.\\n\\nIt is widely used in Flask applications, Ansible templates, static site generators, documentation systems, email rendering, configuration generation, and automation workflows.\",\n },\n es: {\n name: \"Jinja\",\n description:\n \"Un lenguaje de plantillas para Python usado en vistas web, automatizacion y configuracion.\",\n longDescription:\n \"Jinja es un motor de plantillas para Python con herencia, bloques, includes, macros, filtros, tests, autoescapado, sandboxing y control de espacios. Su sintaxis permite vistas reutilizables sin llevar la logica de aplicacion a las plantillas.\\n\\nSe usa ampliamente en aplicaciones Flask, plantillas de Ansible, generadores de sitios estaticos, sistemas de documentacion, renderizado de email, generacion de configuracion y flujos de automatizacion.\",\n },\n },\n} satisfies Language;\n"]}
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declare const jinja: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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packageManagers: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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};
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export { jinja };
|