Add settings page for managing forecasting API key and URL via UI
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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frontend/node_modules/recharts/es6/animation/easing.js
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frontend/node_modules/recharts/es6/animation/easing.js
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export var ACCURACY = 1e-4;
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var cubicBezierFactor = (c1, c2) => [0, 3 * c1, 3 * c2 - 6 * c1, 3 * c1 - 3 * c2 + 1];
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var evaluatePolynomial = (params, animationElapsedTime) => params.map((param, i) => param * animationElapsedTime ** i).reduce((pre, curr) => pre + curr);
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var cubicBezier = (c1, c2) => animationElapsedTime => {
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var params = cubicBezierFactor(c1, c2);
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return evaluatePolynomial(params, animationElapsedTime);
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};
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var derivativeCubicBezier = (c1, c2) => animationElapsedTime => {
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var params = cubicBezierFactor(c1, c2);
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var newParams = [...params.map((param, i) => param * i).slice(1), 0];
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return evaluatePolynomial(newParams, animationElapsedTime);
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};
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var parseCubicBezier = easing => {
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var _easingParts$;
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var easingParts = easing.split('(');
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if (easingParts.length !== 2 || easingParts[0] !== 'cubic-bezier') {
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return null;
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}
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var numbers = (_easingParts$ = easingParts[1]) === null || _easingParts$ === void 0 || (_easingParts$ = _easingParts$.split(')')[0]) === null || _easingParts$ === void 0 ? void 0 : _easingParts$.split(',');
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if (numbers == null || numbers.length !== 4) {
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return null;
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}
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var coords = numbers.map(x => parseFloat(x));
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return [coords[0], coords[1], coords[2], coords[3]];
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};
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var getBezierCoordinates = function getBezierCoordinates() {
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for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
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args[_key] = arguments[_key];
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}
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if (args.length === 1) {
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switch (args[0]) {
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case 'linear':
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return [0.0, 0.0, 1.0, 1.0];
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case 'ease':
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return [0.25, 0.1, 0.25, 1.0];
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case 'ease-in':
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return [0.42, 0.0, 1.0, 1.0];
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case 'ease-out':
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return [0.42, 0.0, 0.58, 1.0];
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case 'ease-in-out':
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return [0.0, 0.0, 0.58, 1.0];
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default:
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{
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var easing = parseCubicBezier(args[0]);
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if (easing) {
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return easing;
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}
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}
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}
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}
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if (args.length === 4) {
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return args;
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}
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// Fallback for invalid inputs. The previous implementation was buggy and would lead to NaN.
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// Returning linear easing is a safe default.
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return [0.0, 0.0, 1.0, 1.0];
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};
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var createBezierEasing = (x1, y1, x2, y2) => {
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var curveX = cubicBezier(x1, x2);
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var curveY = cubicBezier(y1, y2);
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var derCurveX = derivativeCubicBezier(x1, x2);
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var rangeValue = value => {
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if (value > 1) {
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return 1;
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}
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if (value < 0) {
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return 0;
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}
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return value;
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};
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var bezier = _animationElapsedTime => {
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var animationElapsedTime = _animationElapsedTime > 1 ? 1 : _animationElapsedTime;
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var x = animationElapsedTime;
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for (var i = 0; i < 8; ++i) {
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var evalT = curveX(x) - animationElapsedTime;
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var derVal = derCurveX(x);
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if (Math.abs(evalT - animationElapsedTime) < ACCURACY || derVal < ACCURACY) {
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return curveY(x);
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}
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x = rangeValue(x - evalT / derVal);
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}
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return curveY(x);
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};
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bezier.isStepper = false;
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return bezier;
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};
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// calculate cubic-bezier using Newton's method
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export var configBezier = function configBezier() {
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return createBezierEasing(...getBezierCoordinates(...arguments));
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};
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/**
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* Creates a performance-optimized, progress-based spring easing function.
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* It pre-calculates ("bakes") spring physics frames upfront based on a fixed duration,
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* then returns a pure, lightweight function mapping progress (0 to 1) to the animated position.
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* This approach is ideal for low-power devices because it removes heavy physics math from the frame loop.
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*/
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export var createSpringEasing = function createSpringEasing() {
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var config = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
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var _config$stiff = config.stiff,
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stiff = _config$stiff === void 0 ? 100 : _config$stiff,
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_config$damping = config.damping,
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damping = _config$damping === void 0 ? 8 : _config$damping,
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_config$dt = config.dt,
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dt = _config$dt === void 0 ? 16.67 : _config$dt;
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var destX = 1;
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var positions = [0];
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var currX = 0;
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var currV = 0;
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// Safety valve to prevent accidental infinite loops if physics config is extreme
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var maxIterations = 10000;
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var iterations = 0;
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// 1. Run the simulation until the spring completely stops moving
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while (iterations < maxIterations) {
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var FSpring = -(currX - destX) * stiff;
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var FDamping = currV * damping;
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currV += (FSpring - FDamping) * dt / 1000;
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currX += currV * dt / 1000;
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positions.push(currX);
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// Stop only when position is essentially at 1.0 AND bounce velocity has died down
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if (Math.abs(currX - destX) < ACCURACY && Math.abs(currV) < ACCURACY) {
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break;
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}
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iterations++;
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}
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// Force the absolute final element to be exactly 1.0 for a perfect finish
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positions[positions.length - 1] = destX;
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var maxIndex = positions.length - 1;
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// 2. The ultra-smooth runtime function mapping your 0..1 progress
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return t => {
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var _positions$index, _positions, _positions$index2;
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if (t <= 0) return 0;
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if (t >= 1) return destX;
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// Scale t (0..1) proportionally across our entire pre-calculated array
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var exactFrame = t * maxIndex;
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var index = Math.floor(exactFrame);
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var fraction = exactFrame - index;
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// Blend between the two closest frames
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return ((_positions$index = positions[index]) !== null && _positions$index !== void 0 ? _positions$index : 0) + (((_positions = positions[index + 1]) !== null && _positions !== void 0 ? _positions : 0) - ((_positions$index2 = positions[index]) !== null && _positions$index2 !== void 0 ? _positions$index2 : 0)) * fraction;
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};
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};
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/**
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* @inline
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*/
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export var createEasingFunction = easing => {
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if (typeof easing === 'string') {
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switch (easing) {
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case 'ease':
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case 'ease-in-out':
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case 'ease-out':
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case 'ease-in':
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case 'linear':
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return configBezier(easing);
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case 'spring':
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return createSpringEasing();
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default:
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if (easing.split('(')[0] === 'cubic-bezier') {
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return configBezier(easing);
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}
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}
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}
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if (typeof easing === 'function') {
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return easing;
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}
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return null;
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};
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