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import gradio as gr
# from gradio_modal import Modal
# from validation_submission.create_json import create_json_all_individuals, create_json_one_individual, create_tmp, reset_json
# from validation_submission.add_json import add_data_to_individual
# from validation_submission.validation import reset_error_box
# from display import save_display_individual
# from geolocalisation.maps import get_location
# from functools import partial
# from dead import show_section_dead
# from wounded import show_section_wounded
# from circumstances.circumstances import show_circumstances
# from circumstances.circumstances_dropdowns import *
# from physical.physical_select_animal import show_physical, find_bounding_box
# from physical.physical_checkbox import on_select_body_part, hide_physical
# from behavior.behavior_checkbox import show_behavior, on_select_behavior
# from follow_up.followup_events import save_fe
# from styling.style import *
# from styling.theme import css
# with gr.Blocks(theme=theme, css=css) as demo:
#with gr.Blocks(theme='shivi/calm_seafoam') as demo:
# with gr.Blocks() as demo:
# #create_json_all_individuals()
# # ---------------------------------------------------------
# # Intro Text
# with gr.Row():
# with gr.Column(scale=1):
# title = gr.Markdown("# Welcome to Digiwild", label="Title")
# description = gr.Markdown("Please record your wildlife observations here !", label="description")
# with gr.Row():
# show_modal = gr.Button("Add an Animal", scale=3)
# submit_button = gr.Button("Submit All Animals", scale=1)
# df = gr.Dataframe(headers=["Identifier", "Location", "Wounded", "Dead"], visible=False, interactive=False)
# gallery = gr.Gallery(
# label="Gallery of Records", elem_id="gallery",
# columns=[1], rows=[1],
# object_fit="contain", height="auto", interactive=False)
# with Modal(visible=False) as modal:
# # ---------------------------------------------------------
# # Intro Text
# with gr.Row():
# with gr.Column(scale=1):
# title = gr.Markdown("# Animal Report", label="Title")
# description = gr.Markdown("Please record your observation here.", label="description")
# # ---------------------------------------------------------
# # Camera
# with gr.Row():
# def save_image(camera):
# add_data_to_individual("image", camera.tolist())
# camera = gr.Image(elem_id="image")
# camera.input(save_image, inputs=[camera])
# # ---------------------------------------------------------
# # Location
# #with gr.Row():
# with gr.Column(scale=1):
# location = gr.Textbox(visible=True, interactive=True, label="Location of Sighting")
# #display location processing
# identified_location= gr.Textbox(visible=False, interactive=False,
# label="Identified GPS Location")
# with gr.Row():
# #to submit it
# submit_location = gr.Button("Get GPS Coordinates",
# visible=True, interactive=True, scale=3)
# submit_location.click(get_location, inputs=[location], outputs=[identified_location])
# #to clear it
# clear_location = gr.ClearButton(components=[location, identified_location],
# visible=True, interactive=True, scale=1
# )
# clear_location.click()
# # ---------------------------------------------------------
# # ---------------------------------------------------------
# # Dead and Wounded Buttons
# gr.Markdown("## The State of the Animal", label="Title")
# gr.Markdown("Please tell us if the animal was wounded or dead.", label="description")
# with gr.Row() as block_form:
# with gr.Column(scale=1):
# butt_wounded = gr.Button("Wounded", elem_id="wounded")
# with gr.Column(scale=1):
# butt_dead = gr.Button("Dead", elem_id="dead")
# # ---------------------------------------------------------
# # Initiate sections
# section_dead, radio_circumstance_dead, radio_physical_dead,\
# button_collision_dead, button_deliberate_destruction_dead, button_indirect_destruction_dead, button_natural_cause_dead, \
# dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead, \
# physical_boxes_dead, \
# checkbox_beak_dead, text_beak_dead, checkbox_body_dead, text_body_dead, checkbox_feathers_dead, text_feathers_dead, checkbox_head_dead, text_head_dead, checkbox_legs_dead, text_legs_dead, \
# fe_collection_dropdown_dead, fe_recepient_dropdown_dead, fe_radio_dropdown_dead, fe_answer_dropdown_dead, \
# fe_name_recipient_dead, fe_collection_ref_dead \
# = show_section_dead(False)
# section_wounded, radio_circumstance_wounded, radio_behavior_wounded, radio_physical_wounded, \
# button_collision_wounded, button_deliberate_destruction_wounded, button_indirect_destruction_wounded, button_natural_cause_wounded, \
# dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded, \
# behavior_checkbox, behavior_text, \
# physical_boxes_wounded, \
# checkbox_beak_wounded, text_beak_wounded, checkbox_body_wounded, text_body_wounded, checkbox_feathers_wounded, text_feathers_wounded, checkbox_head_wounded, text_head_wounded, checkbox_legs_wounded, text_legs_wounded, \
# fe_collection_dropdown_wounded, fe_recepient_dropdown_wounded, fe_radio_dropdown_wounded, fe_answer_dropdown_wounded, \
# fe_name_recipient_wounded, fe_collection_ref_wounded \
# = show_section_wounded(False)
# # ---------------------------------------------------------
# # ---------------------------------------------------------
# # ---------------------------------------------------------
# # Dead Button Logic
# partial_show_section_dead = partial(show_section_dead, True)
# partial_hide_section_wounded = partial(show_section_wounded, False)
# butt_dead.click(partial_show_section_dead,
# inputs=None,
# outputs=[section_dead,
# radio_circumstance_dead, radio_physical_dead,
# button_collision_dead, button_deliberate_destruction_dead, button_indirect_destruction_dead, button_natural_cause_dead,
# dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead, \
# physical_boxes_dead, \
# checkbox_beak_dead, text_beak_dead, checkbox_body_dead, text_body_dead, checkbox_feathers_dead, text_feathers_dead, checkbox_head_dead, text_head_dead, checkbox_legs_dead, text_legs_dead, \
# fe_collection_dropdown_dead, fe_recepient_dropdown_dead, fe_radio_dropdown_dead, fe_answer_dropdown_dead, \
# fe_name_recipient_dead, fe_collection_ref_dead \
# ])
# butt_dead.click(partial_hide_section_wounded,
# inputs=None,
# outputs=[section_wounded,
# radio_circumstance_wounded, radio_behavior_wounded, radio_physical_wounded,
# button_collision_wounded, button_deliberate_destruction_wounded, button_indirect_destruction_wounded, button_natural_cause_wounded,
# dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded,
# behavior_checkbox, behavior_text,
# physical_boxes_wounded, \
# checkbox_beak_wounded, text_beak_wounded, checkbox_body_wounded, text_body_wounded, checkbox_feathers_wounded, text_feathers_wounded, checkbox_head_wounded, text_head_wounded, checkbox_legs_wounded, text_legs_wounded, \
# fe_collection_dropdown_wounded, fe_recepient_dropdown_wounded, fe_radio_dropdown_wounded, fe_answer_dropdown_wounded, \
# fe_name_recipient_wounded, fe_collection_ref_wounded \
# ])
# # ---------------------------------------------------------
# # Wounded Button Logic
# partial_show_section_wounded = partial(show_section_wounded, True)
# partial_hide_section_dead = partial(show_section_dead, False)
# butt_wounded.click(partial_show_section_wounded,
# inputs=None,
# outputs=[section_wounded,
# radio_circumstance_wounded, radio_behavior_wounded, radio_physical_wounded,
# button_collision_wounded, button_deliberate_destruction_wounded, button_indirect_destruction_wounded, button_natural_cause_wounded,
# dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded,
# behavior_checkbox, behavior_text,
# physical_boxes_wounded, \
# checkbox_beak_wounded, text_beak_wounded, checkbox_body_wounded, text_body_wounded, checkbox_feathers_wounded, text_feathers_wounded, checkbox_head_wounded, text_head_wounded, checkbox_legs_wounded, text_legs_wounded, \
# fe_collection_dropdown_wounded, fe_recepient_dropdown_wounded, fe_radio_dropdown_wounded, fe_answer_dropdown_wounded, \
# fe_name_recipient_wounded, fe_collection_ref_wounded \
# ])
# butt_wounded.click(partial_hide_section_dead, inputs=None, outputs=[section_dead,
# radio_circumstance_dead, radio_physical_dead,
# button_collision_dead, button_deliberate_destruction_dead, button_indirect_destruction_dead, button_natural_cause_dead,
# dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead, \
# physical_boxes_dead, \
# checkbox_beak_dead, text_beak_dead, checkbox_body_dead, text_body_dead, checkbox_feathers_dead, text_feathers_dead, checkbox_head_dead, text_head_dead, checkbox_legs_dead, text_legs_dead, \
# fe_collection_dropdown_dead, fe_recepient_dropdown_dead, fe_radio_dropdown_dead, fe_answer_dropdown_dead, \
# fe_name_recipient_dead, fe_collection_ref_dead \
# ])
# # ---------------------------------------------------------
# # ---------------------------------------------------------
# # ---------------------------------------------------------
# # ---------------------------------------------------------
# # DEAD
# # ---------------------------------------------------------
# # Radio Circumstance Dead
# radio_circumstance_dead.change(fn=show_circumstances,
# inputs=[radio_circumstance_dead],
# outputs=[button_collision_dead, button_deliberate_destruction_dead, button_indirect_destruction_dead, button_natural_cause_dead,
# dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead]
# )
# # Dropdowns Dead
# button_collision_dead.click(dropdown_collision,
# outputs=[dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead])
# button_deliberate_destruction_dead.click(dropdown_deliberate_destruction, outputs=[dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead])
# button_indirect_destruction_dead.click(dropdown_indirect_destruction, outputs=[dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead])
# button_natural_cause_dead.click(dropdown_natural_cause, outputs=[dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead])
# dropdown_dead.select(on_select, None, [dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead])
# dropdown_level2_dead.select(on_select_dropdown_level2)
# openfield_level2_dead.change(on_change_openfield_level2, inputs=[openfield_level2_dead])
# dropdown_extra_level2_dead.select(on_select_dropdown_extra_level2)
# # ---------------------------------------------------------
# # Radio Physical Dead
# radio_physical_dead.change(fn=show_physical,
# inputs=[radio_physical_dead, gr.Text("dead", visible=False)],
# outputs=[physical_boxes_dead])
# # Checkbox Physical Dead
# physical_boxes_dead.select(find_bounding_box,
# inputs=[physical_boxes_dead, gr.Textbox(value="dead", visible=False)],
# outputs=[checkbox_beak_dead, text_beak_dead,
# checkbox_body_dead, text_body_dead,
# checkbox_feathers_dead, text_feathers_dead,
# checkbox_head_dead, text_head_dead,
# checkbox_legs_dead, text_legs_dead
# ])
# checkbox_beak_dead.select(on_select_body_part, inputs=[checkbox_beak_dead, gr.Text("beak", visible=False)])
# checkbox_body_dead.select(on_select_body_part, inputs=[checkbox_body_dead, gr.Text("body", visible=False)])
# checkbox_feathers_dead.select(on_select_body_part, inputs=[checkbox_feathers_dead, gr.Text("feathers", visible=False)])
# checkbox_head_dead.select(on_select_body_part, inputs=[checkbox_head_dead, gr.Text("head", visible=False)])
# checkbox_legs_dead.select(on_select_body_part, inputs=[checkbox_legs_dead, gr.Text("legs", visible=False)])
# # ---------------------------------------------------------
# # ---------------------------------------------------------
# # ---------------------------------------------------------
# # ---------------------------------------------------------
# # WOUNDED
# # ---------------------------------------------------------
# # Radio Circumstance Wounded
# radio_circumstance_wounded.change(fn=show_circumstances,
# inputs=[radio_circumstance_wounded],
# outputs=[button_collision_wounded, button_deliberate_destruction_wounded, button_indirect_destruction_wounded, button_natural_cause_wounded,
# dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded]
# )
# # Dropdowns Circumstance Wounded
# button_collision_wounded.click(dropdown_collision,
# outputs=[dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded])
# button_deliberate_destruction_wounded.click(dropdown_deliberate_destruction, outputs=[dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded])
# button_indirect_destruction_wounded.click(dropdown_indirect_destruction, outputs=[dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded])
# button_natural_cause_wounded.click(dropdown_natural_cause, outputs=[dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded])
# dropdown_wounded.select(on_select, None, [dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded])
# dropdown_level2_wounded.select(on_select_dropdown_level2)
# openfield_level2_wounded.change(on_change_openfield_level2, inputs=[openfield_level2_wounded])
# dropdown_extra_level2_wounded.select(on_select_dropdown_extra_level2)
# # ---------------------------------------------------------
# # Radio Behavior Wounded
# radio_behavior_wounded.change(fn=show_behavior,
# inputs=[radio_behavior_wounded, gr.Text("wounded", visible=False)],
# outputs=[behavior_checkbox, behavior_text])
# behavior_checkbox.select(on_select_behavior,
# inputs=[behavior_checkbox])
# # ---------------------------------------------------------
# # Radio Physical Wounded
# radio_physical_wounded.change(fn=show_physical,
# inputs=[radio_physical_wounded, gr.Text("wounded", visible=False)],
# outputs=[physical_boxes_wounded])
# # Checkbox Physical Wounded
# physical_boxes_wounded.select(find_bounding_box,
# inputs=[physical_boxes_wounded, gr.Textbox(value="wounded", visible=False)],
# outputs=[checkbox_beak_wounded, text_beak_wounded,
# checkbox_body_wounded, text_body_wounded,
# checkbox_feathers_wounded, text_feathers_wounded,
# checkbox_head_wounded, text_head_wounded,
# checkbox_legs_wounded, text_legs_wounded
# ])
# checkbox_beak_wounded.select(on_select_body_part, inputs=[checkbox_beak_wounded, gr.Text("beak", visible=False)])
# checkbox_body_wounded.select(on_select_body_part, inputs=[checkbox_body_wounded, gr.Text("body", visible=False)])
# checkbox_feathers_wounded.select(on_select_body_part, inputs=[checkbox_feathers_wounded, gr.Text("feathers", visible=False)])
# checkbox_head_wounded.select(on_select_body_part, inputs=[checkbox_head_wounded, gr.Text("head", visible=False)])
# checkbox_legs_wounded.select(on_select_body_part, inputs=[checkbox_legs_wounded, gr.Text("legs", visible=False)])
# # ---------------------------------------------------------
# # Follow Up Events Wounded
# fe_collection_dropdown_wounded.select(save_fe, inputs=[fe_collection_dropdown_wounded, gr.Textbox("animal collected", visible=False)])
# fe_recepient_dropdown_wounded.select(save_fe, inputs=[fe_recepient_dropdown_wounded, gr.Textbox("recipient", visible=False)])
# fe_radio_dropdown_wounded.select(save_fe, inputs=[fe_radio_dropdown_wounded, gr.Textbox("radiography", visible=False)])
# fe_answer_dropdown_wounded.select(save_fe, inputs=[fe_answer_dropdown_wounded, gr.Textbox("given answer", visible=False)])
# fe_name_recipient_wounded.input(save_fe, inputs=[fe_name_recipient_wounded, gr.Textbox("recipient name", visible=False)])
# fe_collection_ref_wounded.input(save_fe, inputs=[fe_collection_ref_wounded, gr.Textbox("collection reference", visible=False)])
# # ---------------------------------------------------------
# # Follow Up Events Dead
# fe_collection_dropdown_dead.select(save_fe, inputs=[fe_collection_dropdown_dead, gr.Textbox("animal collected", visible=False)])
# fe_recepient_dropdown_dead.select(save_fe, inputs=[fe_recepient_dropdown_dead, gr.Textbox("recipient", visible=False)])
# fe_radio_dropdown_dead.select(save_fe, inputs=[fe_radio_dropdown_dead, gr.Textbox("radiography", visible=False)])
# fe_answer_dropdown_dead.select(save_fe, inputs=[fe_answer_dropdown_dead, gr.Textbox("given answer", visible=False)])
# fe_name_recipient_dead.input(save_fe, inputs=[fe_name_recipient_dead, gr.Textbox("recipient name", visible=False)])
# fe_collection_ref_dead.input(save_fe, inputs=[fe_collection_ref_dead, gr.Textbox("collection reference", visible=False)])
# # ---------------------------------------------------------
# # Error Box
# error_box = gr.Text(value=None, visible=False)
# # ---------------------------------------------------------
# # Add One Individual's Data to the Dataframe
# # And Allow clearing of all previous output
# with gr.Row():
# button_df = gr.Button("Submit Animal Report", scale = 3)
# button_clear = gr.ClearButton(scale = 1,
# components=[
# camera,
# location, identified_location,
# #dead reset
# radio_circumstance_dead, radio_physical_dead,
# button_collision_dead, button_deliberate_destruction_dead, button_indirect_destruction_dead, button_natural_cause_dead,
# dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead,
# physical_boxes_dead,
# checkbox_beak_dead, text_beak_dead, checkbox_body_dead, text_body_dead, checkbox_feathers_dead, text_feathers_dead, checkbox_head_dead, text_head_dead, checkbox_legs_dead, text_legs_dead,
# fe_collection_dropdown_dead, fe_recepient_dropdown_dead, fe_radio_dropdown_dead, fe_answer_dropdown_dead,
# fe_name_recipient_dead, fe_collection_ref_dead,
# #wounded reset
# radio_circumstance_wounded, radio_behavior_wounded, radio_physical_wounded,
# button_collision_wounded, button_deliberate_destruction_wounded, button_indirect_destruction_wounded, button_natural_cause_wounded,
# dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded,
# behavior_checkbox, behavior_text,
# physical_boxes_wounded,
# checkbox_beak_wounded, text_beak_wounded, checkbox_body_wounded, text_body_wounded, checkbox_feathers_wounded, text_feathers_wounded, checkbox_head_wounded, text_head_wounded, checkbox_legs_wounded, text_legs_wounded,
# fe_collection_dropdown_wounded, fe_recepient_dropdown_wounded, fe_radio_dropdown_wounded, fe_answer_dropdown_wounded,
# fe_name_recipient_wounded, fe_collection_ref_wounded,
# error_box
# ])
# button_close = gr.Button("Back to Display", scale = 1)
# # ---------------------------------------------------------
# # Button Click Logic
# button_clear.click()
# button_clear.click(hide_physical,
# outputs=[checkbox_beak_wounded, text_beak_wounded, checkbox_body_wounded, text_body_wounded, checkbox_feathers_wounded, text_feathers_wounded, checkbox_head_wounded, text_head_wounded, checkbox_legs_wounded, text_legs_wounded])
# button_clear.click(hide_physical,
# outputs=[checkbox_beak_dead, text_beak_dead, checkbox_body_dead, text_body_dead, checkbox_feathers_dead, text_feathers_dead, checkbox_head_dead, text_head_dead, checkbox_legs_dead, text_legs_dead])
# button_clear.click(reset_error_box, inputs=[error_box], outputs=[error_box])
# button_clear.click(reset_json)
# button_df.click(save_display_individual,
# inputs=[gallery, df, error_box],
# outputs=[gallery, df, error_box]
# )
# button_close.click(lambda: Modal(visible=False), None, modal)
# # ---------------------------------------------------------
# # Event Functions of the landing page buttons
# show_modal.click(lambda: Modal(visible=True), None, modal)
# show_modal.click(create_json_one_individual)
# show_modal.click(create_tmp)
# #submit_button.click(save_and_rest_df, inputs=[df], outputs=[df])
def greet(name):
return f"Hello, {name}!"
demo2 = gr.Interface(fn=greet, inputs="text", outputs="text")
if __name__ == "__main__":
demo2.launch()
#demo.launch(server_name="0.0.0.0", server_port=3333) |