digiwild / app /main.py
vancauwe's picture
feat: follow up events section with config
0eddb61
raw
history blame
7.38 kB
import gradio as gr
from functools import partial
from dead import show_section_dead
from wounded import show_section_wounded
from dropdowns import *
from maps import get_location
from style import *
with gr.Blocks() as demo:
# ---------------------------------------------------------
# Intro Text
with gr.Row():
with gr.Column(scale=1):
title = gr.Markdown("# Welcome to Digiwild", label="Title")
description = gr.Markdown("Lorem ipsum", label="description")
# ---------------------------------------------------------
# Camera
with gr.Row():
with gr.Column(scale=1):
camera = gr.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,
#elem_classes=["custom-button"]
)
clear_location.click()
#to submit it
submit_location = gr.Button("Submit", visible=True, interactive=True)
submit_location.click(get_location, inputs=[location], outputs=[identified_location])
# ---------------------------------------------------------
# Dead and Wounded Buttons
with gr.Row() as block_form:
with gr.Column(scale=1):
butt_dead = gr.Button("Dead")
with gr.Column(scale=1):
butt_wounded = gr.Button("Wounded")
# ---------------------------------------------------------
# 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, 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= 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,
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
])
# ---------------------------------------------------------
# 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,
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
])
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])
# ---------------------------------------------------------
# Dropdowns 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])
# ---------------------------------------------------------
#Follow up Events
# ---------------------------------------------------------
#Submit Button
with gr.Column(scale=1):
subbutt = gr.Button("Submit")
output_message = gr.Markdown("Thank you, you didn't save this one but you could save the next")
demo.launch(server_name="0.0.0.0")