digiwild / app /main_multianimal.py
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feat: capture circumstances data
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import gradio as gr
from gradio_modal import Modal
import numpy as np
from utils_json import *
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
def save_input(input, df):
#input_value = str(input)
df_values = np.array(df) # handle empty dataframe case
new_row = [input, 0, input] # default 'age' as 0 for now
df_values = np.vstack([df_values, new_row])
df = gr.DataFrame(value=df_values)
return df
with gr.Blocks() as demo:
# with gr.Tab("Tab 1"):
show_btn = gr.Button("Show Modal")
df = gr.Dataframe(
headers=["image", "location"],
#datatype=["str", "number", "str"],
row_count=1,
#col_count=(3, "fixed"),
)
show_markdown = gr.Markdown("This is a markdown")
with Modal(visible=False) as modal:
# ---------------------------------------------------------
# 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])
# ---------------------------------------------------------
# ---------------------------------------------------------
# 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])
dropdown_level2_wounded.select(on_select_dropdown_level2)
openfield_level2_wounded.select(on_select_openfield_level2)
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])
# ---------------------------------------------------------
# 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
])
button = gr.Button("Click me")
# button.click(save_input,
# inputs=[df],
# outputs=[df])
button.click(lambda: Modal(visible=False), None, modal)
show_btn.click(lambda: Modal(visible=True), None, modal)
show_btn.click(create_json)
if __name__ == "__main__":
demo.launch(server_name="0.0.0.0", server_port=3333)