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import gradio as gr
from functools import partial
from dead import show_section_dead
from wounded import show_section_wounded
from circumstances import show_causes
from circumstances_dropdowns import *
from physical_select_animal import show_physical, find_bounding_box
from behavior_checkbox import show_behavior
from maps import get_location
from style import *
from theme import theme, css
with gr.Blocks(theme=theme, css=css) as demo:
# ---------------------------------------------------------
# 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")
# ---------------------------------------------------------
# Camera
with gr.Row():
#with gr.Column(scale=1):
camera = gr.Image(elem_id="image")
# ---------------------------------------------------------
# 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 clear it
clear_location = gr.ClearButton(components=[location], visible=True, interactive=True, scale=1
)
clear_location.click()
#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])
# ---------------------------------------------------------
# ---------------------------------------------------------
# ---------------------------------------------------------
# ---------------------------------------------------------
with gr.Tab("Animal 1"):
# ---------------------------------------------------------
# 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, \
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 \
= show_section_dead(False)
section_wounded, radio_cause_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, text_beak, checkbox_body, text_body, checkbox_feathers, text_feathers, checkbox_head, text_head, checkbox_legs, text_legs \
= show_section_wounded(False)
# ---------------------------------------------------------
# ---------------------------------------------------------
# ---------------------------------------------------------
with gr.Tab("Animal 2"):
# ---------------------------------------------------------
# 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, \
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 \
= show_section_dead(False)
section_wounded, radio_cause_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, text_beak, checkbox_body, text_body, checkbox_feathers, text_feathers, checkbox_head, text_head, checkbox_legs, text_legs \
= 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,
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
])
butt_dead.click(partial_hide_section_wounded,
inputs=None,
outputs=[section_wounded,
radio_cause_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, text_beak, checkbox_body, text_body, checkbox_feathers, text_feathers, checkbox_head, text_head, checkbox_legs, text_legs
])
# ---------------------------------------------------------
# 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_cause_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, text_beak, checkbox_body, text_body, checkbox_feathers, text_feathers, checkbox_head, text_head, checkbox_legs, text_legs
])
butt_wounded.click(partial_hide_section_dead, inputs=None, outputs=[section_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
])
# ---------------------------------------------------------
# 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])
# ---------------------------------------------------------
# Radio Cause Wounded
radio_cause_wounded.change(fn=show_causes,
inputs=[radio_cause_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 Cause 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])
# ---------------------------------------------------------
# Radio Behavior Wounded
radio_behavior_wounded.change(fn=show_behavior,
inputs=[radio_behavior_wounded, gr.Text("wounded", visible=False)],
outputs=[behavior_checkbox, behavior_text])
# ---------------------------------------------------------
# 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, text_beak, checkbox_body, text_body, checkbox_feathers, text_feathers, checkbox_head, text_head, checkbox_legs, text_legs
])
# ---------------------------------------------------------
#Submit Button
with gr.Column(scale=1):
subbutt = gr.Button("SUBMIT YOUR OBSERVATION TO ORNITHO",
elem_id="submit",
icon="https://cdn.iconscout.com/icon/free/png-256/free-send-2451554-2082560.png",
scale=1)
output_message = gr.Markdown("Thank you, you are a champion of biodiversity conservation !")
demo.launch(server_name="0.0.0.0") |