digiwild / app /mode_simple.py
vancauwe's picture
chore: citizen science
8b5cbd2
import gradio as gr
from gradio_modal import Modal
from functools import partial
from geolocalisation.js_geolocation import js_geocode, display_location
from dead_wounded.dead import show_section_dead
from dead_wounded.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
from behavior.behavior_checkbox import show_behavior, on_select_behavior
from follow_up.followup_events import save_fe
from styling.style import *
from validation_submission.submission import validate_save_individual
from validation_submission.utils_save import save_details, save_image
from validation_submission.resets import (
reset_individual,
reset_error_box,
hide_physical,
)
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:
mode = "simple"
individual = gr.State({})
# ---------------------------------------------------------
# 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(
"""
## A **Citizen-Science Reporting System**, for professionals and amateurs alike.
## Please record your wildlife observations here !
""",
label="description",
)
# ---------------------------------------------------------
# Camera
with gr.Row():
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,
)
specie.change(
save_details,
inputs=[gr.Textbox("specie", visible=False), specie],
outputs=individual,
)
# 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,
)
num_individuals.change(
save_details,
inputs=[gr.Textbox("number", visible=False), num_individuals],
outputs=individual,
)
# 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,
)
comments.change(
save_details,
inputs=[gr.Textbox("comments", visible=False), comments],
outputs=individual,
)
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", visible=False
)
hidden_input = gr.Textbox(visible=False, elem_id="textbox_id")
locationtext = gr.Textbox(visible=False, elem_id="textbox_id")
btn_gpslocation = gr.Button(
"Get Coordinates using GPS (Permission required - May take a few seconds)"
)
btn_gpslocation.click(None, [], [], js=js_geocode)
hidden_input.change(
display_location,
inputs=[hidden_input, individual],
outputs=[locationtext, individual],
)
# ---------------------------------------------------------
# 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, mode, 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, mode, 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=[gr.Text(mode, visible=False), 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=[gr.Text(mode, visible=False), 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=[gr.Text(mode, visible=False), 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=[gr.Text(mode, visible=False), 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),
gr.Text(mode, 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),
gr.Text(mode, 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),
gr.Text(mode, 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],
)
# ---------------------------------------------------------
# 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;
}
"""
# ---------------------------------------------------------
# Error Box
with gr.Row():
error_icon = gr.Image(
PATH_ICONS + "chicken.png", height=80, width=80, visible=False, scale=1
)
error_box = gr.Text(value=None, visible=False, scale=4)
# ---------------------------------------------------------
# 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 / Create NEW Observation",
scale=2,
icon=PATH_ICONS + "balai-magique.png",
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_icon,
error_box,
],
)
# ---------------------------------------------------------
# VALIDATE & SUBMIT ANIMAL
button_df.click(
validate_save_individual,
inputs=[individual, error_icon, error_box, gr.Text(mode, visible=False)],
outputs=[error_icon, error_box],
)
# ---------------------------------------------------------
# CLEAR BUTTON
button_clear.click()
button_clear.click(
hide_physical,
inputs=[gr.Text(mode, 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,
],
)
button_clear.click(
hide_physical,
inputs=[gr.Text(mode, 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,
],
)
button_clear.click(
reset_error_box, inputs=[error_icon, error_box], outputs=[error_icon, error_box]
)
button_clear.click(reset_individual, inputs=[individual], outputs=[individual])