import gradio as gr from gradio_modal import Modal from functools import partial from geolocalisation.js_geolocation import js_geocode, display_location from geolocalisation.maps import get_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.utils_individual import generate_random_md5 from validation_submission.utils_individual import add_data_to_individual 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 advanced: mode = "advanced" 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 + "impact.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 - Advanced Reporting", label="Title" ) description = gr.Markdown( """ ## You are in **advanced** mode. If you are not a field professional, we recommend you switch to the **simple** reporting mode. ## 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 + "chicken.png", variant="secondary" ) 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, ) # --------------------------------------------------------- # Location gr.Button("Location", icon=PATH_ICONS + "pin.png", variant="secondary") with gr.Row(): with gr.Column(scale=1): gr.Markdown("#### Location (Using address)") 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 submit it submit_location = gr.Button( "Get Coordinates using address", visible=True, interactive=True, scale=3, ) submit_location.click( get_location, inputs=[location, individual], outputs=[identified_location, individual], ) # to clear it clear_location = gr.ClearButton( components=[location, identified_location], visible=True, interactive=True, scale=1, ) clear_location.click() 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="secondary") 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)], 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), ], 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 + "animal.png", height=80, width=80, interactive=False, show_fullscreen_button=False, show_share_button=False, show_download_button=False, show_label=False, ) advanced.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=3) # --------------------------------------------------------- # 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, location, identified_location, # 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 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])