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")