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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:
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])
if __name__ == "__main__":
demo.launch(server_name="0.0.0.0", server_port=3333) |