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 from geolocalisation.js_geolocation import js_geocode, display_location # 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): gr.Markdown("### Location") gr.Markdown("#### Location (Using address)") 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 Coordinates using address", 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() # Geolocation gr.Markdown("#### Location (Using GPS)") location_data = gr.JSON(label="Identified GPS Location") hidden_input = gr.Textbox(visible=False, elem_id="textbox_id") btn_gpslocation = gr.Button("Get Coordinates using GPS (Permission required)") btn_gpslocation.click(None, [], [], js=js_geocode) hidden_input.change(display_location, inputs=hidden_input, outputs=location_data) # Introducing text_box for Species gr.Markdown("### General details") with gr.Row(): specie = gr.Textbox( label="Species (if known)", placeholder="e.g. European Robin, Common Blackbird", info="Enter the species name if you can identify it. If unsure, provide your best guess or general description (e.g. 'small brown bird')", visible=True, interactive=True ) # Number of individuals with gr.Row(): num_individuals = gr.Number( label="Number of Individuals", value=1, # Default value minimum=1, precision=0, # Only whole numbers info="Enter the number of animals observed", #placeholder="Enter number...", visible=True, interactive=True ) # Introducing text_box for comments with gr.Row(): comments = gr.TextArea( label="Additional Comments", placeholder="Enter any additional observations or notes about the sighting...", info="Optional: Add any relevant details about the animal(s) or circumstances", lines=3, max_lines=5, visible=True, interactive=True ) # --------------------------------------------------------- # --------------------------------------------------------- # Dead and Wounded Buttons gr.Markdown("## The State of the Animal", label="Title") gr.Markdown("Please tell us if the animal was wounded / sick or dead.", label="description") with gr.Row() as block_form: with gr.Column(scale=1): butt_wounded = gr.Button("Wounded / Sick", 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 / sick", 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 / sick", visible=False)], outputs=[physical_boxes_wounded]) # Checkbox Physical Wounded physical_boxes_wounded.select(find_bounding_box, inputs=[physical_boxes_wounded, gr.Textbox(value="wounded / sick", 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=7860)