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)