digiwild / app /mode_simple.py
vancauwe's picture
feat: tabbed simple and advanced modes
70ca89d
raw
history blame
27.2 kB
import gradio as gr
from gradio_modal import Modal
from validation_submission.utils_individual import add_data_to_individual
from validation_submission.submission import validate_save_individual
from validation_submission.validation import reset_error_box
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 credits import credits_text
from geolocalisation.js_geolocation import js_geocode, display_location
from validation_submission.utils_individual import generate_random_md5
from dotenv import load_dotenv
import os
load_dotenv()
PATH = os.getcwd() + "/"
PATH_ASSETS = os.getenv('PATH_ASSETS')
PATH_ICONS = PATH + PATH_ASSETS + "icons/"
with gr.Blocks(theme='shivi/calm_seafoam') as simple:
individual = gr.State({})
individual.value = add_data_to_individual("image_md5", generate_random_md5(), individual.value)
# ---------------------------------------------------------
# Header Text
with gr.Row():
gr.Image(PATH_ICONS+"swallow.png", scale =0.1,
interactive=False,
show_fullscreen_button = False, show_share_button=False,
show_download_button=False, show_label=False)
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():
def save_image(camera, individual):
individual = add_data_to_individual("image", camera.tolist(), individual)
return individual
camera = gr.Image(elem_id="image")
camera.input(save_image, inputs=[camera, individual], outputs=[individual])
# ---------------------------------------------------------
# General Details
with gr.Column(scale=1):
gr.Button("General Details", icon=PATH_ICONS+"pigeon.png", variant="primary")
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
)
with gr.Row():
with gr.Column(scale=1):
# Geolocation
gr.Button("Location", icon=PATH_ICONS+"pin.png", variant="primary")
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)
# ---------------------------------------------------------
# Dead and Wounded Buttons
gr.Button("State of the Animal", variant="primary")
with gr.Row():
gr.Image(PATH_ICONS+"medical-app.png", scale =0.1,
interactive=False,
show_fullscreen_button = False, show_share_button=False,
show_download_button=False, show_label=False)
with gr.Column():
gr.Markdown("## The State of the Animal", label="Title")
gr.Markdown("Please tell us if the animal was wounded / sick or dead.", label="description")
gr.Markdown("Please fill out as many fields as you can, based on what you can see.", label="description")
gr.Markdown("### DO NOT TOUCH the animal unless absolutely necessary.", 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, individual, 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, individual)
section_wounded, individual, 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, individual)
# ---------------------------------------------------------
# ---------------------------------------------------------
# ---------------------------------------------------------
# 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=[individual],
outputs=[section_dead,
individual,
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=[individual],
outputs=[section_wounded,
individual,
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=[individual],
outputs=[section_wounded,
individual,
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=[individual],
outputs=[section_dead,
individual,
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, individual],
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, individual]
)
# Dropdowns Dead
button_collision_dead.click(dropdown_collision,
inputs=[individual],
outputs=[dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead, individual])
button_deliberate_destruction_dead.click(dropdown_deliberate_destruction, inputs=[individual], outputs=[dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead, individual])
button_indirect_destruction_dead.click(dropdown_indirect_destruction, inputs=[individual], outputs=[dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead, individual])
button_natural_cause_dead.click(dropdown_natural_cause, inputs=[individual], outputs=[dropdown_dead, dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead, individual])
dropdown_dead.select(on_select, inputs=[individual], outputs=[dropdown_level2_dead, openfield_level2_dead, dropdown_extra_level2_dead, individual])
dropdown_level2_dead.select(on_select_dropdown_level2, inputs=[individual], outputs=[individual] )
openfield_level2_dead.change(on_change_openfield_level2, inputs=[openfield_level2_dead, individual], outputs=[individual])
dropdown_extra_level2_dead.select(on_select_dropdown_extra_level2, inputs=[individual], outputs=[individual])
# ---------------------------------------------------------
# Radio Physical Dead
radio_physical_dead.change(fn=show_physical,
inputs=[radio_physical_dead, gr.Text("dead", visible=False), individual],
outputs=[physical_boxes_dead, individual])
# 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), individual], outputs=[individual])
checkbox_body_dead.select(on_select_body_part, inputs=[checkbox_body_dead, gr.Text("body", visible=False), individual], outputs=[individual])
checkbox_feathers_dead.select(on_select_body_part, inputs=[checkbox_feathers_dead, gr.Text("feathers", visible=False), individual], outputs=[individual])
checkbox_head_dead.select(on_select_body_part, inputs=[checkbox_head_dead, gr.Text("head", visible=False), individual], outputs=[individual])
checkbox_legs_dead.select(on_select_body_part, inputs=[checkbox_legs_dead, gr.Text("legs", visible=False), individual], outputs=[individual])
# ---------------------------------------------------------
# ---------------------------------------------------------
# ---------------------------------------------------------
# ---------------------------------------------------------
# WOUNDED
# ---------------------------------------------------------
# Radio Circumstance Wounded
radio_circumstance_wounded.change(fn=show_circumstances,
inputs=[radio_circumstance_wounded, individual],
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, individual]
)
# Dropdowns Circumstance Wounded
button_collision_wounded.click(dropdown_collision,
inputs=[individual],
outputs=[dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded, individual])
button_deliberate_destruction_wounded.click(dropdown_deliberate_destruction, inputs=[individual], outputs=[dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded, individual])
button_indirect_destruction_wounded.click(dropdown_indirect_destruction, inputs=[individual], outputs=[dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded, individual])
button_natural_cause_wounded.click(dropdown_natural_cause, inputs=[individual], outputs=[dropdown_wounded, dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded, individual])
dropdown_wounded.select(on_select, inputs=[individual], outputs=[dropdown_level2_wounded, openfield_level2_wounded, dropdown_extra_level2_wounded, individual])
dropdown_level2_wounded.select(on_select_dropdown_level2, inputs=[individual], outputs=[individual])
openfield_level2_wounded.change(on_change_openfield_level2, inputs=[openfield_level2_wounded, individual])
dropdown_extra_level2_wounded.select(on_select_dropdown_extra_level2, inputs=[individual], outputs=[individual])
# ---------------------------------------------------------
# Radio Behavior Wounded
radio_behavior_wounded.change(fn=show_behavior,
inputs=[radio_behavior_wounded, gr.Text("wounded / sick", visible=False), individual],
outputs=[behavior_checkbox, behavior_text, individual])
behavior_checkbox.select(on_select_behavior,
inputs=[behavior_checkbox, individual],
outputs=[individual])
# ---------------------------------------------------------
# Radio Physical Wounded
radio_physical_wounded.change(fn=show_physical,
inputs=[radio_physical_wounded, gr.Text("wounded / sick", visible=False), individual],
outputs=[physical_boxes_wounded, individual])
# 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), individual], outputs=[individual])
checkbox_body_wounded.select(on_select_body_part, inputs=[checkbox_body_wounded, gr.Text("body", visible=False), individual], outputs=[individual])
checkbox_feathers_wounded.select(on_select_body_part, inputs=[checkbox_feathers_wounded, gr.Text("feathers", visible=False), individual], outputs=[individual])
checkbox_head_wounded.select(on_select_body_part, inputs=[checkbox_head_wounded, gr.Text("head", visible=False), individual], outputs=[individual])
checkbox_legs_wounded.select(on_select_body_part, inputs=[checkbox_legs_wounded, gr.Text("legs", visible=False), individual], outputs=[individual])
# ---------------------------------------------------------
# Follow Up Events Wounded
fe_collection_dropdown_wounded.select(save_fe, inputs=[fe_collection_dropdown_wounded, gr.Textbox("animal collected", visible=False), individual], outputs=[individual])
fe_recepient_dropdown_wounded.select(save_fe, inputs=[fe_recepient_dropdown_wounded, gr.Textbox("recipient", visible=False), individual],outputs=[individual])
fe_radio_dropdown_wounded.select(save_fe, inputs=[fe_radio_dropdown_wounded, gr.Textbox("radiography", visible=False), individual],outputs=[individual])
fe_answer_dropdown_wounded.select(save_fe, inputs=[fe_answer_dropdown_wounded, gr.Textbox("given answer", visible=False), individual],outputs=[individual])
fe_name_recipient_wounded.input(save_fe, inputs=[fe_name_recipient_wounded, gr.Textbox("recipient name", visible=False), individual],outputs=[individual])
fe_collection_ref_wounded.input(save_fe, inputs=[fe_collection_ref_wounded, gr.Textbox("collection reference", visible=False), individual],outputs=[individual])
# ---------------------------------------------------------
# Follow Up Events Dead
fe_collection_dropdown_dead.select(save_fe, inputs=[fe_collection_dropdown_dead, gr.Textbox("animal collected", visible=False), individual],outputs=[individual])
fe_recepient_dropdown_dead.select(save_fe, inputs=[fe_recepient_dropdown_dead, gr.Textbox("recipient", visible=False), individual],outputs=[individual])
fe_radio_dropdown_dead.select(save_fe, inputs=[fe_radio_dropdown_dead, gr.Textbox("radiography", visible=False), individual],outputs=[individual])
fe_answer_dropdown_dead.select(save_fe, inputs=[fe_answer_dropdown_dead, gr.Textbox("given answer", visible=False), individual],outputs=[individual])
fe_name_recipient_dead.input(save_fe, inputs=[fe_name_recipient_dead, gr.Textbox("recipient name", visible=False), individual],outputs=[individual])
fe_collection_ref_dead.input(save_fe, inputs=[fe_collection_ref_dead, gr.Textbox("collection reference", visible=False), individual], outputs=[individual])
# ---------------------------------------------------------
# Error Box
error_box = gr.Text(value=None, visible=False)
# ---------------------------------------------------------
# Spacer
with gr.Row(elem_id="centered-row"):
gr.Image(PATH_ICONS+"chicken.png", height=80, width=80,
interactive=False,
show_fullscreen_button = False, show_share_button=False,
show_download_button=False, show_label=False)
simple.css = """
#centered-row {
display: flex;
justify-content: center;
}
"""
# ---------------------------------------------------------
# Allow clearing of all previous output
with gr.Row():
button_df = gr.Button("SUBMIT OBSERVATION", icon=PATH_ICONS+"effective.png",
scale = 3)
button_clear = gr.ClearButton(value="CLEAR",
scale = 1,
components=[
camera,
#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
])
show_creds = gr.Button("CREDITS", icon=PATH_ICONS+"copyright.png", scale=0.5)
# ---------------------------------------------------------
# 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])
# ---------------------------------------------------------
# VALIDATE ANIMAL
button_df.click(validate_save_individual, inputs=[individual, error_box],
outputs=[error_box])
# ---------------------------------------------------------
#CREDITS
with Modal(visible=False) as modal_creds:
gr.Markdown(credits_text)
show_creds.click(lambda: Modal(visible=True), None, modal_creds)