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BorderlessVectorTemplate

src.templates.normal.BorderlessVectorTemplate

Bases: NicknameMod, VectorBorderlessMod, VectorMDFCMod, VectorTransformMod, VectorTemplate

Borderless template first used in the Womens Day Secret Lair, redone with vector shapes.

Source code in src\templates\normal.py
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class BorderlessVectorTemplate(
    NicknameMod,
    VectorBorderlessMod,
    VectorMDFCMod,
    VectorTransformMod,
    VectorTemplate
):
    """Borderless template first used in the Womens Day Secret Lair, redone with vector shapes."""

    # Color Maps
    light_color_map = {
        'W': "#faf8f2",
        'U': "#d2edfa",
        'B': "#c9c2be",
        'R': "#f8c7b0",
        'G': "#dbfadc",
        'Gold': "#f5e5a4",
        'Land': "#f0ddce",
        'Hybrid': "f#0ddce",
        'Artifact': "#cde0e9",
        'Colorless': "#e2d8d4",
        'Vehicle': "#4c3314"}
    crown_color_map = {
        'W': "#f8f4f0",
        'U': "#006dae",
        'B': "#393431",
        'R': "#de3c23",
        'G': "#006d42",
        'Gold': "#efd16b",
        'Land': "#a59684",
        'Artifact': "#b5c5cd",
        'Colorless': "#d6d6dc"}
    gradient_location_map = {
        2: [.40, .60],
        3: [.29, .40, .60, .71],
        4: [.20, .30, .45, .55, .70, .80],
        5: [.20, .25, .35, .45, .55, .65, .75, .80]}

    # Static Properties
    mask_layers = []
    background_group = None

    """
    * Mixin Methods
    """

    @property
    def post_text_methods(self):
        """Add post-text adjustments method."""
        funcs = []
        if self.size != BorderlessTextbox.Tall:
            funcs.append(self.textbox_positioning)
        if self.is_token:
            funcs.append(self.token_adjustments)
        if self.is_textless:
            funcs.append(self.textless_adjustments)
        return [*super().post_text_methods, *funcs, self.text_layer_fx]

    """
    * Settings
    """

    @cached_property
    def size(self) -> str:
        """Layer name associated with the size of the textbox."""

        # Check for textless
        if self.is_textless:
            return BorderlessTextbox.Textless

        # Get the user's preferred setting
        size = str(CFG.get_option(
            section="FRAME",
            key="Textbox.Size",
            enum_class=BorderlessTextbox,
            default=BorderlessTextbox.Automatic
        ))

        # Determine the automatic size
        if size == BorderlessTextbox.Automatic:

            # Check for basic land
            if self.is_basic_land:
                return BorderlessTextbox.Short

            # Set up our test text layer
            test_layer = psd.getLayer(self.text_layer_rules_name, [self.text_group, "Tall"])
            test_text = self.layout.oracle_text
            if self.layout.flavor_text:
                test_text += f'\r{self.layout.flavor_text}'
            test_layer.textItem.contents = test_text.replace('\n', '\r')

            # Get the number of lines in our test text and decide what size
            num = get_line_count(test_layer, self.docref)
            if self.layout.flavor_text:
                num += 1
            if num < 5:
                return BorderlessTextbox.Short
            if num < 6:
                return BorderlessTextbox.Medium
            if num < 7:
                return BorderlessTextbox.Normal
            return BorderlessTextbox.Tall
        return size

    @cached_property
    def color_limit(self) -> int:
        # Built in setting, dual and triple color split
        return int(CFG.get_setting(
            section="COLORS",
            key="Max.Colors",
            default="2",
            is_bool=False)) + 1

    @cached_property
    def drop_shadow_enabled(self) -> bool:
        """Returns True if Drop Shadow text setting is enabled."""
        return bool(CFG.get_setting(
            section="TEXT",
            key="Drop.Shadow",
            default=True))

    @cached_property
    def crown_texture_enabled(self) -> bool:
        """Returns True if Legendary crown clipping texture should be enabled."""
        return bool(CFG.get_setting(
            section="FRAME",
            key="Crown.Texture",
            default=True))

    @cached_property
    def multicolor_textbox(self) -> bool:
        """Returns True if Textbox for multicolored cards should use blended colors."""
        return bool(CFG.get_setting(
            section="COLORS",
            key="Multicolor.Textbox",
            default=True))

    @cached_property
    def multicolor_pinlines(self) -> bool:
        """Returns True if Pinlines and Crown for multicolored cards should use blended colors."""
        return bool(CFG.get_setting(
            section="COLORS",
            key="Multicolor.Pinlines",
            default=True))

    @cached_property
    def multicolor_twins(self) -> bool:
        """Returns True if Twins for multicolored cards should use blended colors."""
        return bool(CFG.get_setting(
            section="COLORS",
            key="Multicolor.Twins",
            default=False))

    @cached_property
    def multicolor_pt(self) -> bool:
        """Returns True if PT Box for multicolored cards should use the last color."""
        return bool(CFG.get_setting(
            section="COLORS",
            key="Multicolor.PT",
            default=False))

    @cached_property
    def hybrid_colored(self) -> bool:
        """Returns True if Twins and PT should be colored on Hybrid cards."""
        return bool(CFG.get_setting(
            section="COLORS",
            key="Hybrid.Colored",
            default=True))

    @cached_property
    def front_face_colors(self) -> bool:
        """Returns True if lighter color map should be used on front face DFC cards."""
        return bool(CFG.get_setting(
            section="COLORS",
            key="Front.Face.Colors",
            default=True))

    @cached_property
    def land_colorshift(self) -> bool:
        """Returns True if Land cards should use the darker brown color."""
        return bool(CFG.get_setting(
            section="COLORS",
            key="Land.Colorshift",
            default=False))

    @cached_property
    def artifact_color_mode(self) -> str:
        """Setting determining what elements to color for colored artifacts.."""
        return CFG.get_option(
            section="COLORS",
            key="Artifact.Color.Mode",
            enum_class=BorderlessColorMode)

    """
    * Frame Details
    """

    @cached_property
    def frame_type(self) -> str:
        """Layer name associated with the holistic frame type."""
        if self.is_textless:
            # Textless / Textless Transform
            return f"{self.size} {LAYERS.TRANSFORM}" if (
                    self.is_transform or self.is_mdfc
            ) else self.size
        if self.is_transform and self.is_front:
            # Size TF Front
            return f"{self.size} {LAYERS.TRANSFORM_FRONT}"
        if self.is_transform or self.is_mdfc:
            # Size TF Back
            return f"{self.size} {LAYERS.TRANSFORM_BACK}"
        return self.size

    @cached_property
    def art_frame(self) -> str:
        # Use different positioning based on textbox size
        return f"{LAYERS.ART_FRAME} {self.size}"

    """
    * Bool
    """

    @property
    def is_basic_land(self):
        """Disable basic land watermark if Textless is enabled."""
        if bool(CFG.get_setting(section="FRAME", key="Textless", default=False)):
            return False
        return super().is_basic_land

    @cached_property
    def is_textless(self) -> bool:
        """Return True if this a textless render."""
        if not any([self.layout.oracle_text, self.layout.flavor_text, self.is_basic_land]):
            return True
        return bool(CFG.get_setting(section="FRAME", key="Textless", default=False))

    @cached_property
    def is_nickname(self) -> bool:
        """Return True if this a nickname render."""
        if self.layout.nickname:
            return True
        return CFG.get_setting(section="TEXT", key="Nickname", default=False)

    @cached_property
    def is_colored_nickname(self) -> bool:
        """Return True if nickname plate should be colored."""
        return CFG.get_setting(section="COLORS", key="Nickname", default=False)

    @cached_property
    def is_multicolor(self) -> bool:
        """Whether the card is multicolor and within the color limit range."""
        return bool(1 <= len(self.identity) < self.color_limit)

    @cached_property
    def is_centered(self) -> bool:
        """Conditions for rules text centering, avoid the flipside PT cutout."""
        return bool(
            len(self.layout.flavor_text) <= 1
            and len(self.layout.oracle_text) <= 70
            and "\n" not in self.layout.oracle_text
            and not (
                # Not centered if using a small textbox with Flipside PT
                self.is_flipside_creature and self.is_front and self.size in [
                    BorderlessTextbox.Automatic,
                    BorderlessTextbox.Medium,
                    BorderlessTextbox.Short
                ]))

    @cached_property
    def is_pt_enabled(self) -> bool:
        """Return True if a separate Power/Toughness text layer is used for this render."""
        return self.is_creature and (not self.is_textless or not CFG.symbol_enabled)

    @cached_property
    def is_drop_shadow(self) -> bool:
        """Return True if drop shadow setting is enabled."""
        return bool(
            self.drop_shadow_enabled and not
            ((self.is_mdfc or self.is_transform) and self.is_front and self.front_face_colors))

    @cached_property
    def is_authentic_front(self) -> bool:
        """Return True if rendering a front face DFC card with authentic lighter colors."""
        return bool((self.is_mdfc or self.is_transform) and self.is_front and self.front_face_colors)

    """
    * Color Maps
    """

    @cached_property
    def dark_color_map(self) -> dict:
        return {
            'W': "#958676",
            'U': "#045482",
            'B': "#282523",
            'R': "#93362a",
            'G': "#134f23",
            'Gold': "#9a883f",
            'Land': "#684e30" if self.land_colorshift else "#a79c8e",
            'Hybrid': "#a79c8e",
            'Artifact': "#48555c",
            'Colorless': "#74726b",
            'Vehicle': "#4c3314"
        }

    """
    * Colors
    """

    @cached_property
    def twins_colors(self) -> Union[list[int], list[dict]]:

        # Default to twins
        colors = self.twins

        # Color enabled hybrid OR color enabled multicolor
        if (self.is_hybrid and self.hybrid_colored) or (self.is_multicolor and self.multicolor_twins):
            colors = self.identity
        # Color disabled hybrid cards
        elif self.is_hybrid:
            colors = LAYERS.HYBRID

        # Use artifact twins if artifact mode isn't colored
        if self.is_artifact and not self.is_land and self.artifact_color_mode not in [
            BorderlessColorMode.Twins_And_PT,
            BorderlessColorMode.Twins,
            BorderlessColorMode.All
        ]:
            colors = LAYERS.ARTIFACT

        # Return Solid Color or Gradient notation
        return psd.get_pinline_gradient(
            colors=colors,
            color_map=self.light_color_map if self.is_authentic_front else self.dark_color_map,
            location_map=self.gradient_location_map)

    @cached_property
    def pt_colors(self) -> Union[list[int], list[dict]]:

        # Default to twins, or Vehicle for non-colored vehicle artifacts
        colors = self.twins

        # Color enabled hybrid OR color enabled multicolor
        if (self.is_hybrid and self.hybrid_colored) or (self.is_multicolor and self.multicolor_pt):
            colors = self.identity[-1]
        # Use Hybrid color for color-disabled hybrid cards
        elif self.is_hybrid:
            colors = LAYERS.HYBRID

        # Use artifact twins color if artifact mode isn't colored
        if self.is_artifact and not self.is_land and self.artifact_color_mode not in [
            BorderlessColorMode.Twins_And_PT,
            BorderlessColorMode.All,
            BorderlessColorMode.PT
        ]:
            colors = LAYERS.ARTIFACT

        # Use Vehicle for non-colored artifacts
        if colors == LAYERS.ARTIFACT and self.is_vehicle:
            colors = LAYERS.VEHICLE

        # Return Solid Color or Gradient notation
        return psd.get_pinline_gradient(
            colors=colors,
            color_map=self.light_color_map if self.is_authentic_front else self.dark_color_map)

    @cached_property
    def textbox_colors(self) -> Union[list[int], list[dict]]:

        # Default to twins
        colors = self.twins

        # Hybrid OR color enabled multicolor
        if self.is_hybrid or (self.is_multicolor and self.multicolor_textbox):
            colors = self.identity

        # Use artifact textbox color if artifact mod isn't colored
        if self.is_artifact and self.artifact_color_mode not in [
            BorderlessColorMode.Textbox,
            BorderlessColorMode.All
        ]:
            colors = LAYERS.ARTIFACT

        # Return Solid Color or Gradient notation
        return psd.get_pinline_gradient(
            colors=colors,
            color_map=self.light_color_map if self.is_authentic_front else self.dark_color_map,
            location_map=self.gradient_location_map)

    @cached_property
    def crown_colors(self) -> Union[list[int], list[dict]]:
        # Use Solid Color or Gradient adjustment layer for Crown colors
        return psd.get_pinline_gradient(
            # Use identity for hybrid OR color enabled multicolor
            colors=self.identity if self.is_hybrid or (self.is_multicolor and self.multicolor_pinlines) else (
                # Use pinlines if not a color code
                self.pinlines if not is_multicolor_string(self.pinlines) else LAYERS.GOLD),
            color_map=self.crown_color_map,
            location_map=self.gradient_location_map)

    @cached_property
    def pinlines_colors(self) -> Union[list[int], list[dict]]:
        # Use alternate gradient location map
        return psd.get_pinline_gradient(
            # Use identity for hybrid OR color enabled multicolor
            colors=self.identity if self.is_hybrid or (self.is_multicolor and self.multicolor_pinlines) else (
                # Use pinlines if not a color code
                self.pinlines if not is_multicolor_string(self.pinlines) else LAYERS.GOLD),
            color_map=self.pinlines_color_map,
            location_map=self.gradient_location_map)

    """
    * Groups
    """

    @cached_property
    def pt_group(self) -> Optional[LayerSet]:
        """PT Box group, alternative Textless option used when Expansion Symbol is disabled."""
        if self.is_textless and CFG.symbol_enabled:
            return
        if self.is_textless and self.is_pt_enabled:
            return psd.getLayerSet(f'{LAYERS.PT_BOX} {LAYERS.TEXTLESS}')
        return cast(super().pt_group, Optional[LayerSet])

    @cached_property
    def crown_group(self) -> LayerSet:
        """Legendary Crown group, use inner group to allow textured overlays above."""
        return psd.getLayerSet(LAYERS.LEGENDARY_CROWN, LAYERS.LEGENDARY_CROWN)

    @cached_property
    def textbox_group(self) -> Optional[LayerSet]:
        """Optional[LayerSet]: Textbox group if not a 'Textless' render."""
        if self.is_textless:
            return
        return cast(super().textbox_group, Optional[LayerSet])

    """
    * Text Layers
    """

    @cached_property
    def text_layer_rules_name(self) -> str:
        """Compute the name of this layer separately, so we can use it for automatic textbox sizing."""
        if self.is_creature:
            # Is a creature, Flipside P/T?
            return LAYERS.RULES_TEXT_CREATURE_FLIP if (
                    self.is_transform and self.is_flipside_creature
            ) else LAYERS.RULES_TEXT_CREATURE

        # Not a creature, Flipside P/T?
        return LAYERS.RULES_TEXT_NONCREATURE_FLIP if (
                self.is_transform and self.is_flipside_creature
        ) else LAYERS.RULES_TEXT_NONCREATURE

    @cached_property
    def text_layer_rules(self) -> Optional[ArtLayer]:
        """Card rules text layer, use pre-computed layer name."""
        return psd.getLayer(self.text_layer_rules_name, [self.text_group, self.size])

    """
    * References
    """

    @cached_property
    def textbox_reference(self) -> Optional[ReferenceLayer]:
        """Use size appropriate textbox reference."""
        ref = psd.get_reference_layer(self.size, psd.getLayerSet(LAYERS.TEXTBOX_REFERENCE, self.text_group))
        if self.is_mdfc:
            psd.copy_layer_mask(
                layer_from=psd.getLayer(LAYERS.MDFC, [self.mask_group, LAYERS.TEXTBOX_REFERENCE]),
                layer_to=ref)
            psd.apply_mask(ref)
            ref.visible = False
        return ref

    """
    * Shapes
    """

    @cached_property
    def textbox_shape(self) -> Union[LayerObjectTypes, list[LayerObjectTypes], None]:
        """Support a size appropriate textbox shape and Transform Front addition."""

        # Return None if textless
        if self.is_textless:
            return []
        _shape_group = psd.getLayerSet(LAYERS.SHAPE, self.textbox_group)

        # Enable Transform Front addition if required
        layers = [psd.getLayer(self.size, _shape_group)]
        if self.is_transform and self.is_front:
            layers.append(psd.getLayer(LAYERS.TRANSFORM_FRONT, _shape_group))
        return layers

    @cached_property
    def pinlines_shape(self) -> Union[LayerObjectTypes, list[LayerObjectTypes], None]:
        """Support a variety of pinlines shapes including Transform, MDFC, Textless, Nickname, etc."""
        _shape_group = psd.getLayerSet(LAYERS.SHAPE, self.pinlines_group)

        # Name and typeline always included
        layers = [
            psd.getLayerSet(
                LAYERS.TRANSFORM if self.is_transform else (LAYERS.MDFC if self.is_mdfc else LAYERS.NORMAL),
                [_shape_group, LAYERS.NAME]),
            psd.getLayer(
                LAYERS.TEXTLESS if self.is_textless else self.size,
                [_shape_group, LAYERS.TYPE_LINE])]

        # Add nickname pinlines if required
        if self.is_nickname and not self.is_legendary:
            layers.append(psd.getLayerSet(LAYERS.NICKNAME, _shape_group))

        # Skip others for textless
        if self.is_textless:
            return layers

        # Add appropriately sized box
        layers.append(psd.getLayer(self.size, [_shape_group, LAYERS.TEXTBOX]))

        # Add Transform Front cutout if required
        if self.is_transform and self.is_front:
            layers.append(
                psd.getLayer(LAYERS.TRANSFORM_FRONT, [_shape_group, LAYERS.TEXTBOX]))
        return layers

    @cached_property
    def twins_shape(self) -> Union[LayerObjectTypes, list[LayerObjectTypes], None]:
        """Separate shapes for Name and Typeline box."""
        _shape_group = psd.getLayerSet(LAYERS.SHAPE, self.twins_group)
        return [
            psd.getLayer(
                LAYERS.TRANSFORM if self.is_transform or self.is_mdfc else LAYERS.NORMAL,
                [_shape_group, LAYERS.NAME]),
            psd.getLayer(
                LAYERS.TEXTLESS if self.is_textless else self.size,
                [_shape_group, LAYERS.TYPE_LINE])
        ]

    @cached_property
    def crown_shape(self) -> Union[LayerObjectTypes, list[LayerObjectTypes], None]:
        """Vector shape for Legendary Crown."""
        if not self.is_legendary:
            return []
        return [psd.getLayer(
            LAYERS.NICKNAME if self.is_nickname else LAYERS.NORMAL,
            [self.crown_group, LAYERS.SHAPE]
        )]

    """
    * Masks
    """

    @cached_property
    def border_mask(self) -> Optional[list]:
        """Support border mask for Textless and front face Transform modifications."""
        if self.is_textless:
            return [psd.getLayer(LAYERS.TEXTLESS, [self.mask_group, LAYERS.BORDER]), self.border_group]
        if self.is_transform and self.is_front:
            return [psd.getLayer(LAYERS.TRANSFORM_FRONT, [self.mask_group, LAYERS.BORDER]), self.border_group]
        return

    @cached_property
    def pinlines_mask(self) -> dict:
        """Use pre-calculated frame type to find pinlines mask. This mask hides overlapping layer effects."""
        return {
            'mask': psd.getLayer(self.frame_type, [self.mask_group, LAYERS.PINLINES]),
            'layer': self.pinlines_group,
            'funcs': [psd.apply_mask_to_layer_fx]
        }

    @cached_property
    def pinlines_vector_mask(self) -> Optional[dict]:
        """Enable the pinlines vector mask if card is Legendary. """
        if not self.is_legendary:
            return
        return {
            'mask': self.pinlines_group,
            'vector': True
        }

    @cached_property
    def crown_mask(self) -> Optional[dict]:
        """Copy the pinlines mask to Legendary crown if card is Legendary."""
        if not self.is_legendary:
            return
        return {
            'mask': self.pinlines_mask['mask'],
            'layer': self.crown_group.parent,
            'funcs': [psd.apply_mask_to_layer_fx]}

    @cached_property
    def enabled_masks(self) -> list[Union[dict, list, ArtLayer, LayerSet, None]]:
        """Masks that should be copied or enabled."""
        return [
            self.crown_mask,
            self.border_mask,
            self.pinlines_mask,
            self.pinlines_vector_mask]

    """
    * Effects
    """

    @cached_property
    def nickname_fx(self) -> ArtLayer:
        """ArtLayer: Layer containing nickname effects."""
        return psd.getLayer(LAYERS.NICKNAME, LAYERS.EFFECTS)

    """
    * Watermarks
    """

    @cached_property
    def basic_watermark_fx(self) -> list[LayerEffects]:
        """Defines the layer effects used on the Basic Land Watermark."""
        return [
            EffectColorOverlay(
                color=self.basic_watermark_color,
                opacity=100),
            EffectBevel(
                size=self.watermark_bevel_map.get(self.size),
                highlight_opacity=70,
                shadow_opacity=72,
                softness=14,
                rotation=45,
                altitude=22,
                depth=100)
        ]

    """Maps watermark bevel size to textbox size."""
    watermark_bevel_map: dict[str, int] = {
        BorderlessTextbox.Short: 20,
        BorderlessTextbox.Medium: 22,
        BorderlessTextbox.Normal: 25,
        BorderlessTextbox.Tall: 28
    }

    """
    * Frame Layer Methods
    """

    def enable_frame_layers(self) -> None:
        """Hook this step to optionally add color to Nickname plate."""
        super().enable_frame_layers()

        # Color the nickname plate if enabled in settings
        if self.is_nickname and self.is_colored_nickname:
            self.generate_layer(
                group=self.nickname_group,
                colors=self.twins_colors)

    def enable_crown(self) -> None:
        """Allow modifying crown texture based on setting."""

        # Enable Legendary Crown group and layers
        self.generate_layer(
            group=self.crown_group,
            colors=self.crown_colors,
            masks=self.crown_masks)

        # Enable Hollow Crown
        if self.is_hollow_crown:
            self.enable_hollow_crown(
                masks=[self.crown_group],
                vector_masks=[self.pinlines_group])

        # Remove crown textures if disabled
        if not self.crown_texture_enabled:
            for n in ["Shading", "Highlight", "Overlay"]:
                psd.getLayer(n, self.crown_group.parent).visible = False

    """
    * Text Layer Methods
    """

    def basic_text_layers(self) -> None:

        # Establish whether this is a textless creature render with no symbol
        self.text.extend([
            FormattedTextField(
                layer=self.text_layer_mana,
                contents=self.layout.mana_cost
            ),
            ScaledTextField(
                layer=self.text_layer_type,
                # Add Power/Toughness if rendering textless creature WITH symbol
                contents=f"{self.layout.type_line} — {self.layout.power}/{self.layout.toughness}" if
                self.is_creature and not self.is_pt_enabled else self.layout.type_line,
                # Use PT box as right reference if rendering textless creature WITHOUT symbol
                reference=psd.getLayer(LAYERS.PT_BOX, [self.pt_group, LAYERS.SHAPE])
                if self.is_textless and self.is_pt_enabled else self.type_reference
            )
        ])

        # Prompt for and add nickname if required
        _card_name = str(self.layout.name)
        if self.is_nickname:
            self.prompt_nickname_text()
            self.text.append(
                ScaledWidthTextField(
                    layer=self.text_layer_nickname,
                    contents=self.layout.name,
                    reference=self.nickname_shape))
            _card_name = self.layout.nickname

        # Add regular card name
        self.text.append(
            ScaledTextField(
                layer=self.text_layer_name,
                contents=_card_name,
                reference=self.name_reference
            ))

    def rules_text_and_pt_layers(self) -> None:
        """Skip this step for 'Textless' renders."""
        if self.is_textless:
            if self.is_pt_enabled:
                self.text.append(
                    TextField(
                        layer=self.text_layer_pt,
                        contents=f'{self.layout.power}/'
                                 f'{self.layout.toughness}'))
            return
        super().rules_text_and_pt_layers()

    """
    * Post Text Methods
    """

    def textless_adjustments(self) -> None:
        """Actions taken if this is a 'Textless' render."""

        # Make positioning adjustments
        if self.is_type_shifted:
            self.indicator_group.translate(-10, 0)
        self.text_layer_type.translate(-10, 0)

        # Align and add PT text for creatures with no expansion symbol
        if self.is_pt_enabled:
            psd.align_all(
                layer=self.text_layer_pt,
                ref=psd.getLayer(LAYERS.PT_BOX, [
                    self.pt_group, LAYERS.SHAPE]))
            return

        # Otherwise just shift the symbol over
        if self.expansion_symbol_layer:
            self.expansion_symbol_layer.translate(10, 0)

    def token_adjustments(self) -> None:
        """Actions taken if this is a 'Token' card."""

        # Change name font and center it
        self.text_layer_name.textItem.font = CON.font_artist
        psd.align_horizontal(self.text_layer_name, self.twins_shape[0])

        # Add name plate shadow
        psd.getLayer(LAYERS.TOKEN, self.text_group).visible = True

    def textbox_positioning(self) -> None:
        """Reposition various elements when textbox size isn't 'Tall' (the default)."""

        # Get the delta between the highest box and the target box
        shape = psd.getLayer(LAYERS.TALL, [
            self.pinlines_group,
            LAYERS.SHAPE,
            LAYERS.TYPE_LINE])
        dims_ref = psd.get_layer_dimensions(shape)
        dims_obj = psd.get_layer_dimensions(self.pinlines_shape[1])
        delta = dims_obj[Dimensions.CenterY] - dims_ref[Dimensions.CenterY]
        self.text_layer_type.translate(0, delta)

        # Shift expansion symbol
        if CFG.symbol_enabled and self.expansion_symbol_layer:
            self.expansion_symbol_layer.translate(0, delta)

        # Shift indicator
        if self.is_type_shifted:
            self.indicator_group.parent.translate(0, delta)

    def text_layer_fx(self) -> None:
        """Handles all specialized text adjustments for a variety of render settings."""

        # Add drop shadow if enabled and allowed
        if self.is_drop_shadow:

            # Name and Typeline
            psd.enable_layer_fx(self.text_layer_name)
            psd.enable_layer_fx(self.text_layer_type)

            # Rules text if not textless
            if not self.is_textless and not self.is_basic_land:
                psd.enable_layer_fx(self.text_layer_rules)

            # Flipside PT for front face Transform
            if self.is_flipside_creature and self.is_front and self.is_transform:
                psd.enable_layer_fx(self.text_layer_flipside_pt)

        # Allow exception for PT drop shadow on front face Vehicle cards
        if (self.is_drop_shadow or (self.drop_shadow_enabled and self.is_vehicle)) and self.is_pt_enabled:
            psd.enable_layer_fx(self.text_layer_pt)

    """
    * Nickname Methods
    """

    def format_nickname_text(self) -> None:
        """Actions taken if this is a 'Nickname' render."""
        super().format_nickname_text()

        # Copy effects to legendary crown
        if self.is_legendary:
            psd.copy_layer_fx(self.nickname_fx, self.crown_group.parent)
        if self.is_drop_shadow:
            psd.enable_layer_fx(self.text_layer_nickname)

    """
    * Transform Methods
    """

    def text_layers_transform_front(self) -> None:
        """Switch font colors on 'Authentic' front face cards."""
        super().text_layers_transform_front()

        # Use black text
        if self.is_authentic_front:
            self.swap_font_color()

        # Switch flipside PT to light gray
        if not self.is_authentic_front and self.is_flipside_creature:
            self.text_layer_flipside_pt.textItem.color = psd.get_rgb(*[186, 186, 186])

    def text_layers_transform_back(self):
        """No back-side Transform changes."""
        pass

    """
    * MDFC Methods
    """

    def text_layers_mdfc_front(self) -> None:
        """Switch font colors on 'Authentic' front face cards."""
        if self.is_authentic_front:
            self.swap_font_color()

    """
    * Util Methods
    """

    def swap_font_color(self, color: SolidColor = None) -> None:
        """Switch the font color of each key text layer.

        Args:
            color: SolidColor object, will use black if not provided.
        """

        # Ensure a color is chosen
        color = color or self.RGB_BLACK

        # Name and Typeline
        self.text_layer_name.textItem.color = color
        self.text_layer_type.textItem.color = color

        # Rules text if not textless
        if not self.is_textless:
            self.text_layer_rules.textItem.color = color

        # PT if card is a non-vehicle creature
        if self.is_pt_enabled and not self.is_vehicle:
            self.text_layer_pt.textItem.color = color

Attributes

RGB_BLACK: SolidColor

RGB_WHITE: SolidColor

active_layer: Union[ArtLayer, LayerSet]

Union[ArtLayer, LayerSet]: Get the currently active layer in the Photoshop document.

app: PhotoshopHandler

art_action: Optional[Callable]

Function that is called to perform an action on the imported art.

art_action_args: Optional[dict]

Args to pass to art_action.

art_frame_vertical: str

art_layer: ArtLayer

art_reference: ReferenceLayer

artifact_color_mode: str

Setting determining what elements to color for colored artifacts..

background: str

background_colors: str

Must be returned as color combination or layer name, e.g. WU or Artifact.

background_group = None

  • Mixin Methods

background_layer: Optional[ArtLayer]

Borderless cards have no 'Background' layer.

background_masks: list[ArtLayer]

List of layers containing masks used to blend background layers. Default: mask_layers.

basic_watermark_color: SolidColor

Color to use for the Basic Land Watermark.

basic_watermark_color_map: dict

Maps color values for Basic Land Watermark.

basic_watermark_fx: list[LayerEffects]

Defines the layer effects used on the Basic Land Watermark.

border_color: str

Use 'black' unless an alternate color and a valid border group is provided.

border_group: Optional[Union[LayerSet, ArtLayer]]

Optional[Union[LayerSet, ArtLayer]]: Group, or sometimes a layer, containing the card border.

border_mask: Optional[list]

Support border mask for Textless and front face Transform modifications.

border_shape: Union[LayerObjectTypes, list[LayerObjectTypes], None]

Vector shape representing the card border.

color_indicator_layer: Optional[ArtLayer]

Color indicator icon layer.

console: type[CONSOLE]

type[CONSOLE]: Console output object used to communicate with the user.

crown_group: LayerSet

Legendary Crown group, use inner group to allow textured overlays above.

crown_layer: Optional[ArtLayer]

Legendary crown layer.

crown_mask: Optional[dict]

Copy the pinlines mask to Legendary crown if card is Legendary.

crown_masks: list[ArtLayer]

List of layers containing masks used to blend legendary crown layers. Default: mask_layers.

crown_shadow_layer: Union[ArtLayer, LayerSet, None]

Legendary crown hollow shadow layer.

crown_shape: Union[LayerObjectTypes, list[LayerObjectTypes], None]

Vector shape for Legendary Crown.

crown_texture_enabled: bool

Returns True if Legendary crown clipping texture should be enabled.

dfc_group: Optional[LayerSet]

Optional[LayerSet]: Group containing double face elements.

divider_layer: Optional[ArtLayer]

Optional[ArtLayer]: Divider layer between rules text and flavor text.

doc_selection: Selection

docref: Optional[Document]

Optional[Document]: This template's document open in Photoshop.

drop_shadow_enabled: bool

Returns True if Drop Shadow text setting is enabled.

enabled_masks: list[Union[dict, list, ArtLayer, LayerSet, None]]

Masks that should be copied or enabled.

enabled_shapes: list[Union[ArtLayer, LayerSet, None]]

Add Nickname shape if needed.

event: Event

expansion_reference: Optional[ArtLayer]

Expansion symbol reference layer

expansion_symbol_alignments: list[Dimensions]

Alignments used for positioning the expansion symbol

expansion_symbol_layer: Optional[ArtLayer]

Expansion symbol layer, value set during the load_expansion_symbol method.

frame_layer_methods: list[Callable]

Add MDFC frame layers step.

frame_type: str

Layer name associated with the holistic frame type.

front_face_colors: bool

Returns True if lighter color map should be used on front face DFC cards.

hooks: list[Callable]

list[Callable]: List of methods that will be called during the hooks execution step

hybrid_colored: bool

Returns True if Twins and PT should be colored on Hybrid cards.

identity: str

indicator_color_map: dict

Maps color values for the Color Indicator.

indicator_colors: list[list[int]]

list[list[int]]: Must be returned as list of RGB/CMYK color notations.

indicator_group: Optional[LayerSet]

Group where Color Indicator colors will be generated.

indicator_masks: list[ArtLayer]

List of layers containing masks used to build the Color Indicator.

is_art_vertical: bool

is_artifact: bool

is_authentic_front: bool

Return True if rendering a front face DFC card with authentic lighter colors.

is_basic_land

Disable basic land watermark if Textless is enabled.

is_centered: bool

Conditions for rules text centering, avoid the flipside PT cutout.

is_collector_promo: bool

is_colored_nickname: bool

Return True if nickname plate should be colored.

is_colorless: bool

is_companion: bool

is_content_aware_enabled = True

  • Layers

is_creature: bool

is_drop_shadow: bool

Return True if drop shadow setting is enabled.

is_emblem: bool

is_flipside_creature: bool

is_front: bool

is_hollow_crown: bool

is_hybrid: bool

is_land: bool

is_legendary: bool

is_mdfc: bool

is_miracle: bool

is_multicolor: bool

Whether the card is multicolor and within the color limit range.

is_name_shifted: bool

is_nickname: bool

Return True if this a nickname render.

is_nyx: bool

is_pt_enabled: bool

Return True if a separate Power/Toughness text layer is used for this render.

is_snow: bool

is_textless: bool

Return True if this a textless render.

is_token: bool

is_transform: bool

is_type_shifted: bool

is_vehicle: bool

is_within_color_limit: bool

land_colorshift: bool

Returns True if Land cards should use the darker brown color.

legal_group: LayerSet

mask_group: Optional[LayerSet]

mdfc_bar_color: str

Layer name for the MDFC top icon color.

mdfc_icon_color: str

Layer name for the MDFC top icon color.

multicolor_pinlines: bool

Returns True if Pinlines and Crown for multicolored cards should use blended colors.

multicolor_pt: bool

Returns True if PT Box for multicolored cards should use the last color.

multicolor_textbox: bool

Returns True if Textbox for multicolored cards should use blended colors.

multicolor_twins: bool

Returns True if Twins for multicolored cards should use blended colors.

name_reference: Optional[ArtLayer]

nickname_fx: ArtLayer

nickname_group: Optional[LayerSet]

Nickname frame element group.

nickname_shape: Optional[ReferenceLayer]

Shape layer behind the original card name on the nickname frame element. Also used to position the original card name as a reference.

output_directory: Path

PathL Directory to save the rendered image.

output_file_name: Path

pinlines: str

pinlines_color_map: dict

Maps color values for the Pinlines.

pinlines_group: Optional[LayerSet]

Group containing pinlines colors, textures, or other groups.

pinlines_groups: list[LayerSet]

Groups where pinline colors will be generated.

pinlines_layer: Optional[ArtLayer]

Pinlines (and textbox) layer.

pinlines_mask: dict

Use pre-calculated frame type to find pinlines mask. This mask hides overlapping layer effects.

pinlines_masks: list[ArtLayer]

List of layers containing masks used to blend Pinlines layers. Default: mask_layers.

pinlines_shape: Union[LayerObjectTypes, list[LayerObjectTypes], None]

Support a variety of pinlines shapes including Transform, MDFC, Textless, Nickname, etc.

pinlines_vector_mask: Optional[dict]

Enable the pinlines vector mask if card is Legendary.

post_save_methods: list[Callable]

list[Callable]: Methods called after the rendered image is saved.

post_text_methods

Add post-text adjustments method.

pre_render_methods: list[Callable]

list[Callable]: Methods called before rendering begins.

Functions:

Name Description
`process_layout_data`

Processes layout data before it is used to generate the card.

pt_group: Optional[LayerSet]

PT Box group, alternative Textless option used when Expansion Symbol is disabled.

pt_layer: Optional[ArtLayer]

Power and toughness box layer.

pt_masks: list[ArtLayer]

List of layers containing masks used to blend PT box layers. Default: mask_layers.

pt_reference: Optional[ReferenceLayer]

save_mode: Callable

size: str

Layer name associated with the size of the textbox.

text: list[FormattedTextLayer]

List of text layer objects to execute.

text_group: Optional[LayerSet]

Optional[LayerSet]: Text and icon group, contains rules text and necessary symbols.

text_layer_creator: Optional[ArtLayer]

Optional[ArtLayer]: Proxy creator name text layer.

text_layer_flipside_pt: Optional[ArtLayer]

Flipside power/toughness layer for front face Transform cards.

text_layer_mana: Optional[ArtLayer]

Optional[ArtLayer]: Card mana cost text layer.

text_layer_mdfc_left: Optional[ArtLayer]

The back face card type.

text_layer_mdfc_right: Optional[ArtLayer]

The back face mana cost or land tap ability.

text_layer_methods: list[Callable]

Add MDFC text layers step.

text_layer_name: Optional[ArtLayer]

Optional[ArtLayer]: Card name text layer.

text_layer_nickname: Optional[ArtLayer]

Alternate text layer to use for original card name when a nickname is used.

text_layer_pt: Optional[ArtLayer]

Optional[ArtLayer]: Card power and toughness text layer.

text_layer_rules: Optional[ArtLayer]

Card rules text layer, use pre-computed layer name.

text_layer_rules_name: str

Compute the name of this layer separately, so we can use it for automatic textbox sizing.

text_layer_type: Optional[ArtLayer]

Optional[ArtLayer]: Card typeline text layer.

textbox_group: Optional[LayerSet]

Optional[LayerSet]: Textbox group if not a 'Textless' render.

textbox_masks: list[ArtLayer]

List of layers containing masks used to blend textbox layers. Default: mask_layers.

textbox_reference: Optional[ReferenceLayer]

Use size appropriate textbox reference.

textbox_shape: Union[LayerObjectTypes, list[LayerObjectTypes], None]

Support a size appropriate textbox shape and Transform Front addition.

transform_icon_layer: Optional[ArtLayer]

Optional[ArtLayer]: Transform icon layer.

twins: str

twins_group: Optional[LayerSet]

Group containing twins texture layers.

twins_layer: Optional[ArtLayer]

Name and title boxes layer.

twins_masks: list[ArtLayer]

List of layers containing masks used to blend background layers. Default: mask_layers.

twins_shape: Union[LayerObjectTypes, list[LayerObjectTypes], None]

Separate shapes for Name and Typeline box.

type_reference: Optional[ArtLayer]

otherwise fallback to the expansion symbols reference layer.

watermark_bevel_map: dict[str, int] = {BorderlessTextbox.Short: 20, BorderlessTextbox.Medium: 22, BorderlessTextbox.Normal: 25, BorderlessTextbox.Tall: 28}

  • Frame Layer Methods

watermark_blend_mode: BlendMode

Blend mode to use on the Watermark layer.

watermark_color_map: dict

Maps color values for Watermark.

watermark_colors: list[SolidColor]

Colors to use for the Watermark.

watermark_fx: list[LayerEffects]

Defines the layer effects to use for the Watermark.

Functions

add_basic_watermark_snow_effects(wm: ArtLayer)

Adds optional snow effects for 'Snow' Basic Land watermarks.

Parameters:

Name Type Description Default
wm ArtLayer

ArtLayer containing the Basic Land Watermark.

required
Source code in src\templates\_core.py
def add_basic_watermark_snow_effects(self, wm: ArtLayer):
    """Adds optional snow effects for 'Snow' Basic Land watermarks.

    Args:
        wm: ArtLayer containing the Basic Land Watermark.
    """
    pass

check_photoshop() -> None

Check if Photoshop is responsive to automation.

Source code in src\templates\_core.py
def check_photoshop(self) -> None:
    """Check if Photoshop is responsive to automation."""
    # Ensure the Photoshop Application is responsive
    check = self.app.refresh_app()
    if not isinstance(check, OSError):
        return

    # Connection with Photoshop couldn't be established, try again?
    if not self.console.await_choice(
            self.event, get_photoshop_error_message(check),
            end="Hit Continue to try again, or Cancel to end the operation.\n\n"
    ):
        # Cancel the operation
        raise OSError(check)
    self.check_photoshop()

collector_info() -> None

Format and add the collector info at the bottom.

Source code in src\templates\_core.py
def collector_info(self) -> None:
    """Format and add the collector info at the bottom."""

    # Ignore this step if legal layer not present
    if not self.legal_group:
        return

    # If creator is specified add the text
    if self.layout.creator and self.text_layer_creator:
        self.text_layer_creator.textItem.contents = self.layout.creator

    # Which collector info mode?
    if CFG.collector_mode in [
        CollectorMode.Default, CollectorMode.Modern
    ] and self.layout.collector_data:
        return self.collector_info_authentic()
    elif CFG.collector_mode == CollectorMode.ArtistOnly:
        return self.collector_info_artist_only()
    return self.collector_info_basic()

collector_info_artist_only() -> None

Called to generate 'Artist Only' collector info.

Source code in src\templates\_core.py
def collector_info_artist_only(self) -> None:
    """Called to generate 'Artist Only' collector info."""

    # Collector layers
    artist_layer = psd.getLayer(LAYERS.ARTIST, self.legal_group)
    psd.getLayer(LAYERS.SET, self.legal_group).visible = False

    # Correct color for non-black border
    if self.border_color != BorderColor.Black:
        artist_layer.textItem.color = self.RGB_BLACK

    # Insert artist name
    psd.replace_text(artist_layer, "Artist", self.layout.artist)

collector_info_authentic() -> None

Called to generate realistic collector info.

Source code in src\templates\_core.py
def collector_info_authentic(self) -> None:
    """Called to generate realistic collector info."""

    # Hide basic layers
    psd.getLayer(LAYERS.ARTIST, self.legal_group).visible = False
    psd.getLayer(LAYERS.SET, self.legal_group).visible = False

    # Get the collector layers
    group = psd.getLayerSet(LAYERS.COLLECTOR, self.legal_group)
    top = psd.getLayer(LAYERS.TOP, group).textItem
    bottom = psd.getLayer(LAYERS.BOTTOM, group)
    group.visible = True

    # Correct color for non-black border
    if self.border_color != 'black':
        top.color = self.RGB_BLACK
        bottom.textItem.color = self.RGB_BLACK

    # Fill in language if needed
    if self.layout.lang != "en":
        psd.replace_text(bottom, "EN", self.layout.lang.upper())

    # Fill optional collector star
    if self.is_collector_promo:
        psd.replace_text(bottom, "•", MagicIcons.COLLECTOR_STAR)

    # Apply the collector info
    top.contents = self.layout.collector_data
    psd.replace_text(bottom, "SET", self.layout.set)
    psd.replace_text(bottom, "Artist", self.layout.artist)

collector_info_basic() -> None

Called to generate basic collector info.

Source code in src\templates\_core.py
def collector_info_basic(self) -> None:
    """Called to generate basic collector info."""

    # Collector layers
    artist_layer = psd.getLayer(LAYERS.ARTIST, self.legal_group)
    set_layer = psd.getLayer(LAYERS.SET, self.legal_group)
    set_TI = set_layer.textItem

    # Correct color for non-black border
    if self.border_color != BorderColor.Black:
        set_TI.color = self.RGB_BLACK
        artist_layer.textItem.color = self.RGB_BLACK

    # Fill optional collector star
    if self.is_collector_promo:
        psd.replace_text(set_layer, "•", MagicIcons.COLLECTOR_STAR)

    # Fill language, artist, and set
    if self.layout.lang != "en":
        psd.replace_text(set_layer, "EN", self.layout.lang.upper())
    psd.replace_text(artist_layer, "Artist", self.layout.artist)
    set_TI.contents = self.layout.set + set_TI.contents

color_border() -> None

Color this card's border based on given setting.

Source code in src\templates\_core.py
@try_photoshop
def color_border(self) -> None:
    """Color this card's border based on given setting."""
    if self.border_color != BorderColor.Black:
        psd.apply_fx(self.border_group, [EffectColorOverlay(color=psd.get_color(self.border_color))])

create_basic_watermark() -> None

Builds a basic land watermark.

Source code in src\templates\_core.py
def create_basic_watermark(self) -> None:
    """Builds a basic land watermark."""

    # Generate the watermark
    wm = psd.import_svg(
        path=self.layout.watermark_basic,
        ref=self.text_group,
        placement=ElementPlacement.PlaceAfter,
        docref=self.docref)
    psd.frame_layer_by_height(
        layer=wm,
        ref=self.textbox_reference.dims,
        scale=75)

    # Add effects
    psd.apply_fx(wm, self.basic_watermark_fx)

    # Add snow effects
    if self.is_snow:
        self.add_basic_watermark_snow_effects(wm)

    # Remove rules text step
    self.rules_text_and_pt_layers = lambda: None
    self.layout.oracle_text = ''
    self.layout.flavor_text = ''

create_blended_layer(group: LayerSet, colors: Union[None, str, list[str]] = None, masks: Optional[list[ArtLayer]] = None, **kwargs)

Either enable a single frame layer or create a multicolor layer using a gradient mask.

Parameters:

Name Type Description Default
group LayerSet

Group to look for the color layers within.

required
colors None | str | list[str]

Color layers to look for.

None
masks list[ArtLayer] | None

Masks to use for blending the layers.

None
Source code in src\templates\_core.py
def create_blended_layer(
        self,
        group: LayerSet,
        colors: Union[None, str, list[str]] = None,
        masks: Optional[list[ArtLayer]] = None,
        **kwargs
):
    """Either enable a single frame layer or create a multicolor layer using a gradient mask.

    Args:
        group: Group to look for the color layers within.
        colors: Color layers to look for.
        masks: Masks to use for blending the layers.
    """
    # Ensure masks is a list
    masks = masks or []

    # Establish our colors
    colors = colors or self.identity or self.pinlines
    if isinstance(colors, str) and not is_multicolor_string(colors):
        # Received a color string that isn't a frame color combination
        colors = [colors]
    elif len(colors) >= self.color_limit:
        # Received too big a color combination, revert to pinlines
        colors = [self.pinlines]
    elif isinstance(colors, str):
        # Convert string of colors to list
        colors = list(colors)

    # Single layer
    if len(colors) == 1:
        layer = psd.getLayer(colors[0], group)
        layer.visible = True
        return

    # Enable each layer color
    layers: list[ArtLayer] = []
    for i, color in enumerate(colors):

        # Make layer visible
        layer = psd.getLayer(color, group)
        if 'blend_mode' in kwargs:
            layer.blendMode = kwargs['blend_mode']
        layer.visible = True

        # Position the new layer and add a mask to previous, if previous layer exists
        if layers and len(masks) >= i:
            layer.move(layers[i - 1], ElementPlacement.PlaceAfter)
            psd.copy_layer_mask(masks[i - 1], layers[i - 1])

        # Add to the layer list
        layers.append(layer)

create_blended_solid_color(group: LayerSet, colors: list[ColorObject], masks: Optional[list[Union[ArtLayer, LayerSet]]] = None, **kwargs) -> None

Either enable a single frame layer or create a multicolor layer using a gradient mask.

Parameters:

Name Type Description Default
group LayerSet

Group to look for the color layers within.

required
colors list[ColorObject]

Color layers to look for.

required
masks list[ArtLayer | LayerSet] | None

Masks to use for blending the layers.

None
Source code in src\templates\_core.py
@staticmethod
def create_blended_solid_color(
        group: LayerSet,
        colors: list[ColorObject],
        masks: Optional[list[Union[ArtLayer, LayerSet]]] = None,
        **kwargs
) -> None:
    """Either enable a single frame layer or create a multicolor layer using a gradient mask.

    Args:
        group: Group to look for the color layers within.
        colors: Color layers to look for.
        masks: Masks to use for blending the layers.

    Keyword Args:
        blend_mode (BlendMode): Sets the blend mode of the generated solid color layers.
    """
    # Ensure masks is a list
    masks = masks or []

    # Enable each layer color
    layers: list[ArtLayer] = []
    for i, color in enumerate(colors):
        layer = psd.smart_layer(psd.create_color_layer(color, group))
        if 'blend_mode' in kwargs:
            layer.blendMode = kwargs['blend_mode']

        # Position the new layer and add a mask to previous, if previous layer exists
        if layers and len(masks) >= i:
            layer.move(layers[i - 1], ElementPlacement.PlaceAfter)
            psd.copy_layer_mask(masks[i - 1], layers[i - 1])
        layers.append(layer)

create_watermark() -> None

Builds the watermark.

Source code in src\templates\_core.py
def create_watermark(self) -> None:
    """Builds the watermark."""
    # Required values to generate a Watermark
    if not all([
        self.layout.watermark_svg,
        self.layout.watermark,
        self.textbox_reference,
        self.watermark_colors,
        self.text_group
    ]):
        return

    # Get watermark custom settings if available
    wm_details = CON.watermarks.get(self.layout.watermark, {})

    # Import and frame the watermark
    wm = psd.import_svg(
        path=self.layout.watermark_svg,
        ref=self.text_group,
        placement=ElementPlacement.PlaceAfter,
        docref=self.docref)
    psd.frame_layer(
        layer=wm,
        ref=self.textbox_reference.dims,
        smallest=True,
        scale=wm_details.get('scale', 80))

    # Apply opacity, blending, and effects
    wm.opacity = wm_details.get('opacity', CFG.watermark_opacity)
    wm.blendMode = self.watermark_blend_mode
    psd.apply_fx(wm, self.watermark_fx)

enable_crown() -> None

Allow modifying crown texture based on setting.

Source code in src\templates\normal.py
def enable_crown(self) -> None:
    """Allow modifying crown texture based on setting."""

    # Enable Legendary Crown group and layers
    self.generate_layer(
        group=self.crown_group,
        colors=self.crown_colors,
        masks=self.crown_masks)

    # Enable Hollow Crown
    if self.is_hollow_crown:
        self.enable_hollow_crown(
            masks=[self.crown_group],
            vector_masks=[self.pinlines_group])

    # Remove crown textures if disabled
    if not self.crown_texture_enabled:
        for n in ["Shading", "Highlight", "Overlay"]:
            psd.getLayer(n, self.crown_group.parent).visible = False

enable_frame_layers() -> None

Hook this step to optionally add color to Nickname plate.

Source code in src\templates\normal.py
def enable_frame_layers(self) -> None:
    """Hook this step to optionally add color to Nickname plate."""
    super().enable_frame_layers()

    # Color the nickname plate if enabled in settings
    if self.is_nickname and self.is_colored_nickname:
        self.generate_layer(
            group=self.nickname_group,
            colors=self.twins_colors)

enable_hollow_crown(**kwargs) -> None

Enable the Hollow Crown within the Legendary Crown, only called if card is Legendary Nyx or Companion.

Source code in src\templates\_vector.py
def enable_hollow_crown(self, **kwargs) -> None:
    """Enable the Hollow Crown within the Legendary Crown, only called if card is Legendary Nyx or Companion.

    Keyword Args:
        masks (list[ArtLayer | LayerSet]): List of layers containing masks to enable.
        vector_masks (list[ArtLayer | LayerSet]): List of layers containing vector masks to enable.
    """

    # Layer masks to enable
    for m in kwargs.get('masks', []):
        psd.enable_mask(m)

    # Vector masks to enable
    for m in kwargs.get('vector_masks', []):
        psd.enable_vector_mask(m)

    # Enable shadow
    if self.crown_shadow_layer:
        self.crown_shadow_layer.visible = True

enable_layer_masks() -> None

Enable or copy required layer masks provided by enabled_masks.

Source code in src\templates\_vector.py
def enable_layer_masks(self) -> None:
    """Enable or copy required layer masks provided by `enabled_masks`."""

    # For each mask enabled, apply it based on given notation
    for mask in [m for m in self.enabled_masks if m]:

        # Dict notation, complex mask behavior
        if isinstance(mask, dict):

            # Copy to a layer?
            if layer := mask.get('layer'):
                # Copy normal or vector mask to layer
                func = psd.copy_vector_mask if mask.get('vector') else psd.copy_layer_mask
                func(mask.get('mask'), layer)
            else:
                # Enable normal or vector mask
                layer = mask.get('mask')
                func = psd.enable_vector_mask if mask.get('vector') else psd.enable_mask
                func(layer)

            # Apply extra functions
            [f(layer) for f in mask.get('funcs', [])]

        # List notation, copy from one layer to another
        elif isinstance(mask, list):
            psd.copy_layer_mask(*mask)

        # Single layer to enable mask on
        elif isinstance(mask, LayerObject):
            psd.enable_mask(mask)

enable_mdfc_layers() -> None

Enable group containing MDFC layers.

Source code in src\templates\mdfc.py
def enable_mdfc_layers(self) -> None:
    """Enable group containing MDFC layers."""
    self.dfc_group.visible = True
    super().enable_mdfc_layers()

enable_mdfc_layers_back() -> None

Enable back side MDFC layers.

Source code in src\templates\mdfc.py
def enable_mdfc_layers_back(self) -> None:
    """Enable back side MDFC layers."""
    pass

enable_mdfc_layers_front() -> None

Enable front side MDFC layers.

Source code in src\templates\mdfc.py
def enable_mdfc_layers_front(self) -> None:
    """Enable front side MDFC layers."""
    pass

enable_shape_layers() -> None

Enable required vector shape layers provided by enabled_shapes.

Source code in src\templates\_vector.py
def enable_shape_layers(self) -> None:
    """Enable required vector shape layers provided by `enabled_shapes`."""
    def _enable_shape(_shapes: Union[LayerObjectTypes, list[LayerObjectTypes], None]) -> None:
        for x in _shapes:
            if not x:
                continue
            if isinstance(x, list):
                _enable_shape(x)
            else:
                x.visible = True
    _enable_shape(self.enabled_shapes)

enable_transform_layers() -> None

Enable group containing Transform layers.

Source code in src\templates\transform.py
def enable_transform_layers(self) -> None:
    """Enable group containing Transform layers."""
    self.dfc_group.parent.visible = True
    super().enable_transform_layers()

enable_transform_layers_back() -> None

Enables layers that are required by back face transform cards.

Source code in src\templates\transform.py
def enable_transform_layers_back(self) -> None:
    """Enables layers that are required by back face transform cards."""
    pass

enable_transform_layers_front() -> None

Enables layers that are required by front face transform cards.

Source code in src\templates\transform.py
def enable_transform_layers_front(self) -> None:
    """Enables layers that are required by front face transform cards."""
    pass

execute() -> bool

Perform actions to render the card using this template.

Notes
  • Each action is wrapped in an exception check and breakpoint to cancel the thread if a cancellation signal was sent by the user.
  • Never override this method!
Source code in src\templates\_core.py
def execute(self) -> bool:
    """Perform actions to render the card using this template.

    Notes:
        - Each action is wrapped in an exception check and breakpoint to cancel the thread
            if a cancellation signal was sent by the user.
        - Never override this method!
    """
    # Preliminary Photoshop check
    if not self.run_tasks(
        funcs=[self.check_photoshop],
        message="Unable to reach Photoshop!"
    ):
        return False

    # Pre-process layout data
    if not self.run_tasks(
        funcs=self.pre_render_methods,
        message="Pre-processing layout data failed!"
    ):
        return False

    # Load in the PSD template
    if not self.run_tasks(
        funcs=[self.app.load],
        message="PSD template failed to load!",
        args=[str(self.layout.template_file)]
    ):
        return False

    # Load in artwork and frame it
    if not self.run_tasks(
        funcs=[self.load_artwork],
        message="Unable to load artwork!"
    ):
        return False

    # Load in Scryfall scan and frame it
    if CFG.import_scryfall_scan:
        self.run_tasks(
            funcs=[self.paste_scryfall_scan],
            message="Couldn't import Scryfall scan, continuing without it!",
            warning=True)

    # Add expansion symbol
    self.run_tasks(
        funcs=[self.load_expansion_symbol],
        message="Unable to generate expansion symbol!",
        warning=True)

    # Add watermark
    if CFG.enable_basic_watermark and self.is_basic_land:
        # Basic land watermark
        if not self.run_tasks(
            funcs=[self.create_basic_watermark],
            message="Unable to generate basic land watermark!"
        ):
            return False
    elif CFG.watermark_mode is not WatermarkMode.Disabled:
        # Normal watermark
        if not self.run_tasks(
            funcs=[self.create_watermark],
            message="Unable to generate watermark!"
        ):
            return False

    # Enable layers to build our frame
    if not self.run_tasks(
        funcs=self.frame_layer_methods,
        message="Enabling layers failed!"
    ):
        return False

    # Format text layers
    if not self.run_tasks(
        funcs=[
            *self.text_layer_methods,
            self.format_text_layers,
            *self.post_text_methods
        ],
        message="Formatting text layers failed!"
    ):
        return False

    # Specific hooks
    if not self.run_tasks(
        funcs=self.hooks,
        message="Encountered an error during triggered hooks step!"
    ):
        return False

    # Manual edit step?
    if CFG.exit_early and not ENV.TEST_MODE:
        self.console.await_choice(self.event)

    # Save the document
    if not self.run_tasks(
        funcs=[self.save_mode],
        message="Error during file save process!",
        kwargs={'path': self.output_file_name, 'docref': self.docref}
    ):
        return False

    # Post save methods
    if not self.run_tasks(
        funcs=self.post_save_methods,
        message="Image saved, but an error was encountered during the post-save step!"
    ):
        return False

    # Reset document, return success
    if not ENV.TEST_MODE:
        self.console.update(f"[b]{self.output_file_name.stem}[/b] rendered successfully!")
    self.reset()
    return True

format_nickname_text() -> None

Actions taken if this is a 'Nickname' render.

Source code in src\templates\normal.py
def format_nickname_text(self) -> None:
    """Actions taken if this is a 'Nickname' render."""
    super().format_nickname_text()

    # Copy effects to legendary crown
    if self.is_legendary:
        psd.copy_layer_fx(self.nickname_fx, self.crown_group.parent)
    if self.is_drop_shadow:
        psd.enable_layer_fx(self.text_layer_nickname)

format_text_layers() -> None

Validate and execute each formatted text layer.

Source code in src\templates\_core.py
def format_text_layers(self) -> None:
    """Validate and execute each formatted text layer."""
    for t in self.text:
        # Check for cancelled thread each iteration
        if self.event.is_set():
            return
        # Validate and execute
        if t and t.validate():
            t.execute()

generate_layer(group: Union[ArtLayer, LayerSet], colors: Union[str, ColorObject, list[ColorObject], list[dict]], masks: Optional[list[ArtLayer]] = None, **kwargs) -> Optional[ArtLayer]

Takes information about a frame layer group and routes it to the correct generation function which blends rasterized layers, blends solid color layers, or generates a solid color/gradient adjustment layer.

Notes

The result for a given 'colors' schema: - str: Enable and/or blend one or more texture layers, unless string is a hex color, in which case create a solid color adjustment layer. - list[str]: Blend multiple texture layers. - list[int]: Create a solid color adjustment layer. - list[dict]: Create a gradient adjustment layer. - list[list[int]]: Blend multiple solid color adjustment layers. - list[SolidColor]: Blend multiple solid color adjustment layers.

Parameters:

Name Type Description Default
group ArtLayer | LayerSet

Layer or group containing layers.

required
colors str | ColorObject | list[ColorObject] | list[dict]

Color definition for this frame layer generation.

required
masks list[ArtLayer] | None

Masks used to blend this generated layer.

None
Source code in src\templates\_core.py
def generate_layer(
        self, group: Union[ArtLayer, LayerSet],
        colors: Union[str, ColorObject, list[ColorObject], list[dict]],
        masks: Optional[list[ArtLayer]] = None,
        **kwargs
) -> Optional[ArtLayer]:
    """Takes information about a frame layer group and routes it to the correct
    generation function which blends rasterized layers, blends solid color layers, or
    generates a solid color/gradient adjustment layer.

    Notes:
        The result for a given 'colors' schema:
        - str: Enable and/or blend one or more texture layers, unless string is a hex color, in which
            case create a solid color adjustment layer.
        - list[str]: Blend multiple texture layers.
        - list[int]: Create a solid color adjustment layer.
        - list[dict]: Create a gradient adjustment layer.
        - list[list[int]]: Blend multiple solid color adjustment layers.
        - list[SolidColor]: Blend multiple solid color adjustment layers.

    Args:
        group: Layer or group containing layers.
        colors: Color definition for this frame layer generation.
        masks: Masks used to blend this generated layer.
    """
    # Assign a generator task based on colors value
    if isinstance(colors, str):
        # Example: '#FFFFFF'
        # Single adjustment layer
        if colors.startswith('#'):
            return psd.create_color_layer(
                color=colors,
                layer=group,
                docref=self.docref,
                **kwargs)
        # Example: 'Land'
        # Single or blended texture layers
        return self.create_blended_layer(
            group=group,
            colors=colors,
            masks=masks,
            **kwargs)
    elif isinstance(colors, SolidColor):
        # Example: SolidColor
        # Single adjustment layer
        return psd.create_color_layer(
            color=colors,
            layer=group,
            docref=self.docref,
            **kwargs
        )
    elif isinstance(colors, list):
        if all(isinstance(c, str) for c in colors):
            # Example: ['#000000', '#FFFFFF', ...]
            # Blended RGB/CMYK adjustment layers
            if colors[0].startswith('#'):  # noqa
                return self.create_blended_solid_color(
                    group=group,
                    colors=colors,
                    masks=masks,
                    **kwargs)
            # Example: ['W', 'U']
            # Blended texture layers
            return self.create_blended_layer(
                group=group,
                colors=colors,
                masks=masks,
                **kwargs)
        elif all(isinstance(c, int) for c in colors):
            # Example: [r, g, b]
            # RGB/CMYK adjustment layer
            return psd.create_color_layer(
                color=colors,
                layer=group,
                docref=self.docref,
                **kwargs)
        elif all(isinstance(c, dict) for c in colors):
            # Example: [GradientColor, GradientColor, ...]
            # Gradient adjustment layer
            return psd.create_gradient_layer(
                colors=colors,
                layer=group,
                docref=self.docref,
                **kwargs)
        elif all(isinstance(c, (list, SolidColor)) for c in colors):
            # Example 1: [[r, g, b], [r, g, b], ...]
            # Example 2: [SolidColor, SolidColor, ...]
            # Blended RGB/CMYK adjustment layers
            return self.create_blended_solid_color(
                group=group,
                colors=colors,
                masks=masks,
                **kwargs)

    # Failed to match a recognized color notation
    if group:
        self.log(f"Couldn't generate frame element: '{group.name}'")

get_template_route(layout, **kwargs) -> BaseTemplate

Overwrite this method to reroute a template class to another class under a set of conditions. See the 'IxalanTemplate' class for an example.

Parameters:

Name Type Description Default
layout

The card layout object.

required

Returns:

Type Description
BaseTemplate

Initialized template class object.

Source code in src\templates\_core.py
@classmethod
def get_template_route(cls, layout, **kwargs) -> 'BaseTemplate':
    """Overwrite this method to reroute a template class to another class under a set of
    conditions. See the 'IxalanTemplate' class for an example.

    Args:
        layout: The card layout object.

    Returns:
        Initialized template class object.
    """
    return super().__new__(cls)

hook_creature() -> None

Run this if card is a creature.

Source code in src\templates\_core.py
def hook_creature(self) -> None:
    """Run this if card is a creature."""
    pass

hook_large_mana() -> None

Run this if card has a large mana symbol.

Source code in src\templates\_core.py
def hook_large_mana(self) -> None:
    """Run this if card has a large mana symbol."""
    pass

load_artwork(art_file: Optional[str | Path] = None, art_layer: Optional[ArtLayer] = None, art_reference: Optional[ReferenceLayer] = None) -> None

Loads the specified art file into the specified layer.

Parameters:

Name Type Description Default
art_file str | Path | None

Optional path (as str or Path) to art file. Will use self.layout.art_file if not provided.

None
art_layer ArtLayer | None

Optional ArtLayer where art image should be placed when imported. Will use self.art_layer property if not provided.

None
art_reference ReferenceLayer | None

Optional ReferenceLayer that should be used to position and scale the imported image. Will use self.art_reference property if not provided.`

None
Source code in src\templates\_core.py
def load_artwork(
    self,
    art_file: Optional[str | Path] = None,
    art_layer: Optional[ArtLayer] = None,
    art_reference: Optional[ReferenceLayer] = None
) -> None:
    """Loads the specified art file into the specified layer.

    Args:
        art_file: Optional path (as str or Path) to art file. Will use `self.layout.art_file`
            if not provided.
        art_layer: Optional `ArtLayer` where art image should be placed when imported. Will use `self.art_layer`
            property if not provided.
        art_reference: Optional `ReferenceLayer` that should be used to position and scale the imported
            image. Will use `self.art_reference` property if not provided.`
    """

    # Set default values
    art_file = art_file or self.layout.art_file
    art_layer = art_layer or self.art_layer
    art_reference = art_reference or self.art_reference

    # Check for full-art test image
    if ENV.TEST_MODE and self.is_fullart:
        art_file = PATH.SRC_IMG / "test-fa.jpg"

    # Import art file
    if self.art_action:
        # Use action pipeline
        art_layer = psd.paste_file(
            layer=art_layer,
            path=art_file,
            action=self.art_action,
            action_args=self.art_action_args,
            docref=self.docref)
    else:
        # Use traditional pipeline
        art_layer = psd.import_art(
            layer=art_layer,
            path=art_file,
            docref=self.docref)
    self.active_layer = art_layer

    # Frame the artwork
    psd.frame_layer(
        layer=art_layer,
        ref=art_reference)

    # Perform content aware fill if needed
    if self.is_content_aware_enabled:

        # Perform a generative fill
        if CFG.generative_fill:
            if _doc_generated := psd.generative_fill_edges(
                layer=art_layer,
                feather=CFG.feathered_fill,
                close_doc=bool(not CFG.select_variation),
                docref=self.docref
            ):
                # Document reference was returned, await user intervention
                self.console.await_choice(
                    self.event, msg="Select a Generative Fill variation, then click Continue ...")
                _doc_generated.close(SaveOptions.SaveChanges)
            return

        # Perform a content aware fill
        psd.content_aware_fill_edges(
            layer=art_layer,
            feather=CFG.feathered_fill)

load_expansion_symbol() -> None

Imports and positions the expansion symbol SVG image.

Source code in src\templates\_core.py
def load_expansion_symbol(self) -> None:
    """Imports and positions the expansion symbol SVG image."""

    # Check for expansion symbol disabled
    if not CFG.symbol_enabled or not self.expansion_reference:
        return
    if not self.layout.symbol_svg:
        return self.log("Expansion symbol disabled, SVG file not found.")

    # Try to import the expansion symbol
    try:

        # Import and place the symbol
        svg = psd.import_svg(
            path=str(self.layout.symbol_svg),
            ref=self.expansion_reference,
            placement=ElementPlacement.PlaceBefore,
            docref=self.docref)

        # Frame the symbol
        psd.frame_layer_by_height(
            layer=svg,
            ref=self.expansion_reference,
            alignments=self.expansion_symbol_alignments)

        # Rename and reset property
        svg.name = 'Expansion Symbol'
        self.expansion_symbol_layer = svg

    except Exception as e:
        return self.log('Expansion symbol disabled due to an error.', e)

log(text: str, e: Optional[Exception] = None) -> None

Writes a message to console if test mode isn't enabled, logs an exception if provided.

Parameters:

Name Type Description Default
text str

Message to write to console.

required
e Exception | None

Exception to log if provided.

None
Source code in src\templates\_core.py
def log(self, text: str, e: Optional[Exception] = None) -> None:
    """Writes a message to console if test mode isn't enabled, logs an exception if provided.

    Args:
        text: Message to write to console.
        e: Exception to log if provided.
    """
    if e:
        self.console.log_exception(e)
    if not ENV.TEST_MODE:
        self.console.update(text)

paste_scryfall_scan(rotate: bool = False, visible: bool = True) -> Optional[ArtLayer]

Downloads the card's scryfall scan, pastes it into the document next to the active layer, and frames it to fill the given reference layer.

Parameters:

Name Type Description Default
rotate bool

Will rotate the card horizontally if True, useful for Planar cards.

False
visible bool

Whether to leave the layer visible or hide it.

True

Returns:

Type Description
ArtLayer | None

ArtLayer if Scryfall scan was imported, otherwise None.

Source code in src\templates\_core.py
def paste_scryfall_scan(self, rotate: bool = False, visible: bool = True) -> Optional[ArtLayer]:
    """Downloads the card's scryfall scan, pastes it into the document next to the active layer,
    and frames it to fill the given reference layer.

    Args:
        rotate: Will rotate the card horizontally if True, useful for Planar cards.
        visible: Whether to leave the layer visible or hide it.

    Returns:
        ArtLayer if Scryfall scan was imported, otherwise None.
    """
    # Try to grab the scan from Scryfall
    if not self.layout.scryfall_scan:
        return
    scryfall_scan = get_card_scan(self.layout.scryfall_scan)
    if not scryfall_scan:
        return

    # Paste the scan into a new layer
    if layer := psd.import_art_into_new_layer(
            path=scryfall_scan,
            name="Scryfall Reference",
            docref=self.docref
    ):
        # Rotate the layer if necessary
        if rotate:
            layer.rotate(90)

        # Frame the layer and position it above the art layer
        bleed = int(self.docref.resolution / 8)
        dims = psd.get_dimensions_from_bounds(
            (bleed, bleed, self.docref.width - bleed, self.docref.height - bleed))
        psd.frame_layer(layer, dims)
        layer.move(self.art_layer, ElementPlacement.PlaceBefore)
        layer.visible = visible
        return layer

process_layout_data() -> None

Performs any required pre-processing on the provided layout data.

Source code in src\templates\_core.py
def process_layout_data(self) -> None:
    """Performs any required pre-processing on the provided layout data."""

    # Strip flavor text, string or list
    if CFG.remove_flavor:
        self.layout.flavor_text = "" if isinstance(
            self.layout.flavor_text, str
        ) else ['' for _ in self.layout.flavor_text]

    # Strip reminder text, string or list
    if CFG.remove_reminder:
        self.layout.oracle_text = strip_reminder_text(
            self.layout.oracle_text
        ) if isinstance(
            self.layout.oracle_text, str
        ) else [strip_reminder_text(n) for n in self.layout.oracle_text]

prompt_nickname_text() -> None

Check if nickname text is already defined. If not, prompt the user.

Source code in src\templates\_cosmetic.py
def prompt_nickname_text(self) -> None:
    """Check if nickname text is already defined. If not, prompt the user."""
    if not self.layout.nickname:
        _textItem = self.text_layer_name.textItem
        _textItem.contents = 'ENTER NICKNAME'
        self.console.await_choice(
            self.event, msg='Enter nickname text, then hit continue ...')
        self.layout.nickname = _textItem.contents

raise_error(message: str, error: Optional[Exception] = None) -> None

Raise an error on the console display.

Parameters:

Name Type Description Default
message str

Message to be displayed

required
error Exception | None

Exception object

None
Source code in src\templates\_core.py
def raise_error(self, message: str, error: Optional[Exception] = None) -> None:
    """Raise an error on the console display.

    Args:
        message: Message to be displayed
        error: Exception object
    """
    self.console.log_error(
        thr=self.event,
        card=self.layout.name,
        template=self.layout.template_file,
        msg=f'{msg_error(message)}\n'
            f'Check [b]/logs/error.txt[/b] for details.',
        e=error)
    self.reset()

raise_warning(message: str, error: Exception = None) -> None

Raise a warning on the console display.

Parameters:

Name Type Description Default
message str

Message to be displayed.

required
error Exception

Exception object.

None
Source code in src\templates\_core.py
def raise_warning(self, message: str, error: Exception = None) -> None:
    """Raise a warning on the console display.

    Args:
        message: Message to be displayed.
        error: Exception object.
    """
    if error:
        self.console.log_exception(error)
        message += "\nCheck [b]/logs/error.txt[/b] for details."
    self.console.update(msg_warn(message), exception=error)

redirect_template(template_class: type[BaseTemplate], template_file: Union[str, Path], layout, **kwargs) -> BaseTemplate

Reroutes template initialization to another template class and PSD file.

Parameters:

Name Type Description Default
template_class type[BaseTemplate]

Template class to reroute to.

required
template_file str | Path

Filename of the PSD to load with this template class.

required
layout

The card layout object.

required

Returns:

Type Description
BaseTemplate

Initialized template class object.

Source code in src\templates\_core.py
@staticmethod
def redirect_template(
    template_class: type['BaseTemplate'],
    template_file: Union[str, Path],
    layout,
    **kwargs
) -> 'BaseTemplate':
    """Reroutes template initialization to another template class and PSD file.

    Args:
        template_class: Template class to reroute to.
        template_file: Filename of the PSD to load with this template class.
        layout: The card layout object.

    Returns:
        Initialized template class object.
    """
    if isinstance(template_file, Path):
        layout.template_file = template_file
    elif isinstance(template_file, str):
        layout.template_file = layout.template_file.with_name(template_file)
    return template_class(layout, **kwargs)

reset() -> None

Reset the document, purge the cache, end await.

Source code in src\templates\_core.py
def reset(self) -> None:
    """Reset the document, purge the cache, end await."""
    try:
        if self.docref:
            psd.reset_document(self.docref)
    except PS_EXCEPTIONS:
        pass
    self.console.end_await()

rules_text_and_pt_layers() -> None

Skip this step for 'Textless' renders.

Source code in src\templates\normal.py
def rules_text_and_pt_layers(self) -> None:
    """Skip this step for 'Textless' renders."""
    if self.is_textless:
        if self.is_pt_enabled:
            self.text.append(
                TextField(
                    layer=self.text_layer_pt,
                    contents=f'{self.layout.power}/'
                             f'{self.layout.toughness}'))
        return
    super().rules_text_and_pt_layers()

run_tasks(funcs: list[Callable], message: str, warning: bool = False, args: Union[Iterable[Any], None] = None, kwargs: Optional[dict] = None) -> bool

Run a list of functions, checking for thread cancellation and exceptions on each.

Parameters:

Name Type Description Default
funcs list[Callable]

List of functions to perform.

required
message str

Error message to raise if exception occurs.

required
warning bool

Warn the user if True, otherwise raise error.

False
args Iterable[Any] | None

Optional arguments to pass to the func. Empty tuple if not provided.

None
kwargs dict | None

Optional keyword arguments to pass to the func. Empty dict if not provided.

None

Returns:

Type Description
bool

True if tasks completed, False if exception occurs or thread is cancelled.

Source code in src\templates\_core.py
def run_tasks(
        self,
        funcs: list[Callable],
        message: str,
        warning: bool = False,
        args: Union[Iterable[Any], None] = None,
        kwargs: Optional[dict] = None,
) -> bool:
    """Run a list of functions, checking for thread cancellation and exceptions on each.

    Args:
        funcs: List of functions to perform.
        message: Error message to raise if exception occurs.
        warning: Warn the user if True, otherwise raise error.
        args: Optional arguments to pass to the func. Empty tuple if not provided.
        kwargs: Optional keyword arguments to pass to the func. Empty dict if not provided.

    Returns:
        True if tasks completed, False if exception occurs or thread is cancelled.
    """

    # Default args and kwargs
    args = args or ()
    kwargs = kwargs or {}

    # Execute each function
    for func in funcs:
        # Check if thread was cancelled
        if self.event.is_set():
            return False
        try:
            # Run the task
            func(*args, **kwargs)
        except Exception as e:
            # Raise error or warning
            if not warning:
                self.raise_error(message=message, error=e)
                return False
            self.raise_warning(message=message, error=e)
        # Once again, check if thread was cancelled
        if self.event.is_set():
            return False
    return True

swap_font_color(color: SolidColor = None) -> None

Switch the font color of each key text layer.

Parameters:

Name Type Description Default
color SolidColor

SolidColor object, will use black if not provided.

None
Source code in src\templates\normal.py
def swap_font_color(self, color: SolidColor = None) -> None:
    """Switch the font color of each key text layer.

    Args:
        color: SolidColor object, will use black if not provided.
    """

    # Ensure a color is chosen
    color = color or self.RGB_BLACK

    # Name and Typeline
    self.text_layer_name.textItem.color = color
    self.text_layer_type.textItem.color = color

    # Rules text if not textless
    if not self.is_textless:
        self.text_layer_rules.textItem.color = color

    # PT if card is a non-vehicle creature
    if self.is_pt_enabled and not self.is_vehicle:
        self.text_layer_pt.textItem.color = color

text_layer_fx() -> None

Handles all specialized text adjustments for a variety of render settings.

Source code in src\templates\normal.py
def text_layer_fx(self) -> None:
    """Handles all specialized text adjustments for a variety of render settings."""

    # Add drop shadow if enabled and allowed
    if self.is_drop_shadow:

        # Name and Typeline
        psd.enable_layer_fx(self.text_layer_name)
        psd.enable_layer_fx(self.text_layer_type)

        # Rules text if not textless
        if not self.is_textless and not self.is_basic_land:
            psd.enable_layer_fx(self.text_layer_rules)

        # Flipside PT for front face Transform
        if self.is_flipside_creature and self.is_front and self.is_transform:
            psd.enable_layer_fx(self.text_layer_flipside_pt)

    # Allow exception for PT drop shadow on front face Vehicle cards
    if (self.is_drop_shadow or (self.drop_shadow_enabled and self.is_vehicle)) and self.is_pt_enabled:
        psd.enable_layer_fx(self.text_layer_pt)

text_layers_mdfc() -> None

Adds and modifies text layers required by modal double faced cards.

Source code in src\templates\mdfc.py
def text_layers_mdfc(self) -> None:
    """Adds and modifies text layers required by modal double faced cards."""

    # Add mdfc text layers
    self.text.extend([
        FormattedTextField(
            layer=self.text_layer_mdfc_right,
            contents=self.layout.other_face_right),
        ScaledTextField(
            layer=self.text_layer_mdfc_left,
            contents=self.layout.other_face_left,
            reference=self.text_layer_mdfc_right)])

    # Front and back side layers
    if self.is_front:
        return self.text_layers_mdfc_front()
    return self.text_layers_mdfc_back()

text_layers_mdfc_back() -> None

Add or modify back side MDFC text layers.

Source code in src\templates\mdfc.py
def text_layers_mdfc_back(self) -> None:
    """Add or modify back side MDFC text layers."""
    pass

text_layers_mdfc_front() -> None

Switch font colors on 'Authentic' front face cards.

Source code in src\templates\normal.py
def text_layers_mdfc_front(self) -> None:
    """Switch font colors on 'Authentic' front face cards."""
    if self.is_authentic_front:
        self.swap_font_color()

text_layers_transform() -> None

Adds and modifies text layers for transform cards.

Source code in src\templates\transform.py
def text_layers_transform(self) -> None:
    """Adds and modifies text layers for transform cards."""

    # Enable front / back specific layers
    if self.is_front:
        return self.text_layers_transform_front()
    return self.text_layers_transform_back()

text_layers_transform_back()

No back-side Transform changes.

Source code in src\templates\normal.py
def text_layers_transform_back(self):
    """No back-side Transform changes."""
    pass

text_layers_transform_front() -> None

Switch font colors on 'Authentic' front face cards.

Source code in src\templates\normal.py
def text_layers_transform_front(self) -> None:
    """Switch font colors on 'Authentic' front face cards."""
    super().text_layers_transform_front()

    # Use black text
    if self.is_authentic_front:
        self.swap_font_color()

    # Switch flipside PT to light gray
    if not self.is_authentic_front and self.is_flipside_creature:
        self.text_layer_flipside_pt.textItem.color = psd.get_rgb(*[186, 186, 186])

textbox_positioning() -> None

Reposition various elements when textbox size isn't 'Tall' (the default).

Source code in src\templates\normal.py
def textbox_positioning(self) -> None:
    """Reposition various elements when textbox size isn't 'Tall' (the default)."""

    # Get the delta between the highest box and the target box
    shape = psd.getLayer(LAYERS.TALL, [
        self.pinlines_group,
        LAYERS.SHAPE,
        LAYERS.TYPE_LINE])
    dims_ref = psd.get_layer_dimensions(shape)
    dims_obj = psd.get_layer_dimensions(self.pinlines_shape[1])
    delta = dims_obj[Dimensions.CenterY] - dims_ref[Dimensions.CenterY]
    self.text_layer_type.translate(0, delta)

    # Shift expansion symbol
    if CFG.symbol_enabled and self.expansion_symbol_layer:
        self.expansion_symbol_layer.translate(0, delta)

    # Shift indicator
    if self.is_type_shifted:
        self.indicator_group.parent.translate(0, delta)

textless_adjustments() -> None

Actions taken if this is a 'Textless' render.

Source code in src\templates\normal.py
def textless_adjustments(self) -> None:
    """Actions taken if this is a 'Textless' render."""

    # Make positioning adjustments
    if self.is_type_shifted:
        self.indicator_group.translate(-10, 0)
    self.text_layer_type.translate(-10, 0)

    # Align and add PT text for creatures with no expansion symbol
    if self.is_pt_enabled:
        psd.align_all(
            layer=self.text_layer_pt,
            ref=psd.getLayer(LAYERS.PT_BOX, [
                self.pt_group, LAYERS.SHAPE]))
        return

    # Otherwise just shift the symbol over
    if self.expansion_symbol_layer:
        self.expansion_symbol_layer.translate(10, 0)

token_adjustments() -> None

Actions taken if this is a 'Token' card.

Source code in src\templates\normal.py
def token_adjustments(self) -> None:
    """Actions taken if this is a 'Token' card."""

    # Change name font and center it
    self.text_layer_name.textItem.font = CON.font_artist
    psd.align_horizontal(self.text_layer_name, self.twins_shape[0])

    # Add name plate shadow
    psd.getLayer(LAYERS.TOKEN, self.text_group).visible = True