Skip to content

SplitTemplate

src.templates.split.SplitTemplate

Bases: BaseTemplate

  • A template for split cards introduced in Invasion.
Adds
  • Must return all properties shared by both halves as a list of two items (left, right).
  • Must overwrite a lot of core functionality to navigate rendering 2 cards in one template.
Todo
  • Formalize as a vector template, implement 'Modifier' class.
Source code in src\templates\split.py
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
class SplitTemplate(BaseTemplate):
    """
    * A template for split cards introduced in Invasion.

    Adds:
        * Must return all properties shared by both halves as a list of two items (left, right).
        * Must overwrite a lot of core functionality to navigate rendering 2 cards in one template.

    Todo:
        * Formalize as a vector template, implement 'Modifier' class.
    """
    is_vehicle = False
    is_artifact = False

    # Color and gradient maps
    fuse_gradient_locations = {
        **CON.gradient_locations.copy(),
        2: [.50, .54],
        3: [.28, .33, .71, .76],
        4: [.28, .33, .50, .54, .71, .76]
    }
    pinline_gradient_locations = [
        {**CON.gradient_locations.copy(), 2: [.28, .33]},
        {**CON.gradient_locations.copy(), 2: [.71, .76]}
    ]

    def __init__(self, layout: SplitLayout, **kwargs):
        super().__init__(layout, **kwargs)

    """
    * Mixin Methods
    """

    @property
    def post_text_methods(self):
        """Rotate card sideways."""
        return [*super().post_text_methods, psd.rotate_counter_clockwise]

    """
    * Bool Properties
    """

    @cached_property
    def is_centered(self) -> list[bool]:
        """Allow centered text for each side independently."""
        return [
            bool(
                len(self.layout.flavor_text[i]) <= 1
                and len(self.layout.oracle_text[i]) <= 70
                and "\n" not in self.layout.oracle_text[i]
            ) for i in range(2)
        ]

    @cached_property
    def is_fuse(self) -> bool:
        """Determine if this is a 'Fuse' split card."""
        return bool('Fuse' in self.layout.keywords)

    """
    * Colors
    """

    @cached_property
    def color_limit(self) -> int:
        """One more than the max number of colors this card can split by."""
        return 3

    @cached_property
    def fuse_pinlines(self) -> str:
        """Merged pinline colors of each side."""
        if self.pinlines[0] != self.pinlines[1]:
            return self.pinlines[0] + self.pinlines[1]
        return self.pinlines[0]

    @cached_property
    def fuse_textbox_colors(self) -> str:
        """Gold if Fuse colors are more than 3, otherwise use Fuse colors."""
        if len(self.fuse_pinlines) > 3:
            return LAYERS.GOLD
        return self.fuse_pinlines

    @cached_property
    def fuse_pinline_colors(self) -> Union[list[int], list[dict]]:
        """Color definition for Fuse pinlines."""
        return psd.get_pinline_gradient(
            self.fuse_pinlines, location_map=self.fuse_gradient_locations)

    @cached_property
    def fuse_pinlines_action(self) -> Union[psd.create_color_layer, psd.create_gradient_layer]:
        """Action used to render Fuse pinlines."""
        return psd.create_color_layer if isinstance(
            self.fuse_pinline_colors, SolidColor
        ) else psd.create_gradient_layer

    @cached_property
    def pinlines_colors(self) -> list[Union[list[int], list[dict]]]:
        """Color definitions used for pinlines of each side."""
        return [
            psd.get_pinline_gradient(p, location_map=self.pinline_gradient_locations[i])
            for i, p in enumerate(self.pinlines)]

    @cached_property
    def pinlines_action(self) -> list[Union[psd.create_color_layer, psd.create_gradient_layer]]:
        """Action used to render the pinlines of each side."""
        return [
            psd.create_color_layer if isinstance(
                colors, SolidColor
            ) else psd.create_gradient_layer
            for colors in self.pinlines_colors]

    """
    * Layer Groups
    """

    @cached_property
    def fuse_group(self) -> Optional[LayerSet]:
        """Fuse elements parent group."""
        return psd.getLayerSet('Fuse')

    @cached_property
    def fuse_textbox_group(self) -> Optional[LayerSet]:
        """Fuse textbox group."""
        return psd.getLayerSet(LAYERS.TEXTBOX, self.fuse_group)

    @cached_property
    def fuse_pinlines_group(self) -> Optional[LayerSet]:
        """Fuse pinlines group."""
        return psd.getLayerSet(LAYERS.PINLINES, self.fuse_group)

    @cached_property
    def text_group(self) -> Optional[LayerSet]:
        """One text and icons group located in the 'Left' side group."""
        return psd.getLayerSet(LAYERS.TEXT_AND_ICONS, LAYERS.LEFT)

    @cached_property
    def card_groups(self):
        """Left and Right side parent groups."""
        return [
            psd.getLayerSet(LAYERS.LEFT),
            psd.getLayerSet(LAYERS.RIGHT)
        ]

    @cached_property
    def pinlines_groups(self) -> list[LayerSet]:
        """Pinlines group for each side."""
        return [psd.getLayerSet(LAYERS.PINLINES, group) for group in self.card_groups]

    @cached_property
    def twins_groups(self) -> list[LayerSet]:
        """Twins group for each side."""
        return [psd.getLayerSet(LAYERS.TWINS, group) for group in self.card_groups]

    @cached_property
    def textbox_groups(self) -> list[LayerSet]:
        """Textbox group for each side."""
        return [psd.getLayerSet(LAYERS.TEXTBOX, group) for group in self.card_groups]

    @cached_property
    def background_groups(self) -> list[LayerSet]:
        """Background group for each side."""
        return [psd.getLayerSet(LAYERS.BACKGROUND, group) for group in self.card_groups]

    """
    * References
    """

    @cached_property
    def textbox_reference(self) -> list[ArtLayer]:
        """Textbox positioning reference for each side."""
        return [
            psd.get_reference_layer(
                LAYERS.TEXTBOX_REFERENCE + ' Fuse' if self.is_fuse else LAYERS.TEXTBOX_REFERENCE,
                psd.getLayerSet(LAYERS.TEXT_AND_ICONS, group)
            ) for group in self.card_groups]

    @cached_property
    def name_reference(self) -> list[ArtLayer]:
        """list[ArtLayer]: Name reference for each side."""
        return self.text_layer_name

    @cached_property
    def type_reference(self) -> list[ArtLayer]:
        """list[ArtLayer]: Typeline reference for each side."""
        return [
            n or self.expansion_reference[i]
            for i, n in enumerate(self.expansion_symbols)]

    @cached_property
    def twins_reference(self) -> list[ArtLayer]:
        """Twins positioning reference for each side."""
        return [psd.getLayer('Reference', [group, LAYERS.TWINS]) for group in self.card_groups]

    @cached_property
    def background_reference(self) -> list[ArtLayer]:
        """Background positioning reference for each side."""
        return [psd.getLayer('Reference', [group, LAYERS.BACKGROUND]) for group in self.card_groups]

    @cached_property
    def art_reference(self) -> list[ArtLayer]:
        """Art layer positioning reference for each side."""
        return [psd.getLayer(LAYERS.ART_FRAME, group) for group in self.card_groups]

    """
    * Text Layers
    """

    @cached_property
    def text_layer_name(self) -> list[ArtLayer]:
        """Name text layer for each side."""
        return [psd.getLayer(LAYERS.NAME, [self.card_groups[i], LAYERS.TEXT_AND_ICONS]) for i in range(2)]

    @cached_property
    def text_layer_rules(self) -> list[ArtLayer]:
        """Rules text layer for each side."""
        return [psd.getLayer(LAYERS.RULES_TEXT, [self.card_groups[i], LAYERS.TEXT_AND_ICONS]) for i in range(2)]

    @cached_property
    def text_layer_type(self) -> list[ArtLayer]:
        """Typeline text layer for each side."""
        return [psd.getLayer(LAYERS.TYPE_LINE, [self.card_groups[i], LAYERS.TEXT_AND_ICONS]) for i in range(2)]

    @cached_property
    def text_layer_mana(self) -> list[ArtLayer]:
        """Mana cost text layer for each side."""
        return [psd.getLayer(LAYERS.MANA_COST, [self.card_groups[i], LAYERS.TEXT_AND_ICONS]) for i in range(2)]

    """
    * Expansion Symbol
    """

    @cached_property
    def expansion_references(self) -> list[ArtLayer]:
        """Expansion reference for each side."""
        return [self.expansion_reference, self.expansion_reference_right]

    @cached_property
    def expansion_reference_right(self) -> None:
        """Right side expansion symbol reference."""
        return psd.getLayer(LAYERS.EXPANSION_REFERENCE, [LAYERS.RIGHT, LAYERS.TEXT_AND_ICONS])

    @cached_property
    def expansion_symbols(self) -> list[Optional[ArtLayer]]:
        """Expansion symbol layers for each side. Right side is generated duplicating the left side."""
        if self.expansion_symbol_layer:
            layer = self.expansion_symbol_layer.duplicate(self.expansion_reference_right, ElementPlacement.PlaceAfter)
            psd.align_right(layer, self.expansion_reference_right)
            return [self.expansion_symbol_layer, layer]
        return [None, None]

    """
    * Layers
    """

    @cached_property
    def art_layer(self) -> list[ArtLayer]:
        """Art layer for each side."""
        return [psd.getLayer(LAYERS.DEFAULT, group) for group in self.card_groups]

    @cached_property
    def background_layer(self) -> list[ArtLayer]:
        """Background layer for each side."""
        return [psd.getLayer(b, LAYERS.BACKGROUND) for b in self.background]

    @cached_property
    def twins_layer(self) -> list[ArtLayer]:
        """Twins layer for each side."""
        return [psd.getLayer(t, LAYERS.TWINS) for t in self.twins]

    @cached_property
    def textbox_layer(self) -> list[ArtLayer]:
        """Textbox layer for each side."""
        return [psd.getLayer(t, LAYERS.TEXTBOX) for t in self.pinlines]

    @cached_property
    def divider_layer(self) -> list[Optional[ArtLayer]]:
        """Divider layer for each side. List updated if either side has flavor text."""
        return [None, None]

    """
    * Blending Masks
    """

    @cached_property
    def mask_layers(self) -> list[ArtLayer]:
        """Blending masks supported by this template."""
        return [psd.getLayer(LAYERS.HALF, LAYERS.MASKS)]

    """
    * Watermarks
    """

    @cached_property
    def watermark_colors(self) -> list[list[SolidColor]]:
        """A list of 'SolidColor' objects for each face."""
        colors = []
        for i, pinline in enumerate(self.pinlines):
            if pinline in self.watermark_color_map:
                # Named pinline colors
                colors.append([self.watermark_color_map.get(pinline, self.RGB_WHITE)])
            elif len(self.identity[i]) < 3:
                # Dual color based on identity
                colors.append([
                    self.watermark_color_map.get(c, self.RGB_WHITE)
                    for c in self.identity[i]])
            else:
                colors.append([])
        return colors

    @cached_property
    def watermark_fx(self) -> list[list[LayerEffects]]:
        """A list of LayerEffects' objects for each face."""
        fx: list[list[LayerEffects]] = []
        for color in self.watermark_colors:
            if len(color) == 1:
                # Single color watermark
                fx.append([EffectColorOverlay(
                    opacity=100,
                    color=color[0]
                )])
            elif len(color) == 2:
                # Dual color watermark
                fx.append([EffectGradientOverlay(
                    rotation=0,
                    colors=[
                        GradientColor(
                            color=color[0],
                            location=0,
                            midpoint=50),
                        GradientColor(
                            color=color[1],
                            location=4096,
                            midpoint=50)
                    ]
                )])
            else:
                fx.append([])
        return fx

    def create_watermark(self) -> None:
        """Render a watermark for each side that has one."""

        # Add watermark to each side if needed
        for i, watermark in enumerate(self.layout.watermark):

            # Required values to generate a Watermark
            if not all([
                self.layout.watermark_svg[i],
                self.textbox_reference[i],
                self.watermark_colors[i],
                watermark
            ]):
                return

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

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

            # Apply opacity, blending, and effects
            wm.opacity = wm_details.get('opacity', CFG.watermark_opacity)
            wm.blendMode = BlendMode.ColorBurn
            psd.apply_fx(wm, self.watermark_fx[i])

    """
    * Loading Files
    """

    def load_artwork(
        self,
        art_file: Optional[str | Path | list[str | Path]] = None,
        art_layer: Optional[list[ArtLayer]] = None,
        art_reference: Optional[list[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

        # Double up art for test mode
        if ENV.TEST_MODE and not isinstance(art_file, list):
            art_file = [art_file] * 2

        # Second art not provided
        if len(art_file) == 1:

            # Manually select a second art
            self.console.update("Please select the second split art!")
            file = self.app.openDialog()
            if not file:
                self.console.update('No art selected, cancelling render.')
                self.console.cancel_thread(thr=self.event)
                return

            # Place new art in the correct order
            if normalize_str(self.layout.name[0]) == normalize_str(self.layout.file['name']):
                art_file.append(file[0])
            else:
                art_file.insert(0, file[0])

        # Load art for each side
        for i, ref in enumerate(art_reference):
            super().load_artwork(
                art_file=art_file[i],
                art_layer=art_layer[i],
                art_reference=ref)

    """
    * Frame Layer Methods
    """

    def enable_frame_layers(self) -> None:
        """Enable frame layers for each side. Add Fuse layers if required."""

        # Frame layers
        for i in range(2):
            # Copy twins and position
            self.twins_layer[i].visible = True
            twins = self.twins_layer[i].parent.duplicate(self.twins_groups[i], ElementPlacement.PlaceBefore)
            self.twins_layer[i].visible = False
            twins.visible = True
            psd.align_horizontal(twins, self.twins_reference[i])

            # Copy background and position
            background = self.background_layer[i].duplicate(
                self.background_groups[i], ElementPlacement.PlaceInside)
            background.visible = True
            psd.align_horizontal(background, self.background_reference[i])

            # Copy textbox and position
            textbox = self.textbox_layer[i].duplicate(
                self.textbox_groups[i], ElementPlacement.PlaceInside)
            textbox.visible = True
            self.active_layer = textbox
            psd.align_horizontal(textbox, self.textbox_reference[i].dims)
            if self.is_fuse:
                psd.select_bounds(self.textbox_reference[i].bounds, self.doc_selection)
                self.doc_selection.invert()
                self.doc_selection.clear()
            self.doc_selection.deselect()

            # Apply pinlines
            self.generate_layer(
                group=self.pinlines_groups[i],
                colors=self.pinlines_colors[i])

        # Fuse addone
        if self.is_fuse:
            psd.getLayer(f'{LAYERS.BORDER} Fuse').visible = True
            self.fuse_group.visible = True
            self.generate_layer(
                group=self.fuse_pinlines_group,
                colors=self.fuse_pinline_colors)
            self.generate_layer(
                group=self.fuse_textbox_group,
                colors=self.fuse_textbox_colors,
                masks=self.mask_layers)

    """
    * Text Layer Methods
    """

    def basic_text_layers(self) -> None:
        """Add basic text layers for each side."""
        for i in range(2):
            self.text.extend([
                FormattedTextField(
                    layer=self.text_layer_mana[i],
                    contents=self.layout.mana_cost[i]
                ),
                ScaledTextField(
                    layer=self.text_layer_name[i],
                    contents=self.layout.name[i],
                    reference=self.name_reference[i]
                ),
                ScaledTextField(
                    layer=self.text_layer_type[i],
                    contents=self.layout.type_line[i],
                    reference=self.type_reference[i]
                )])

    def rules_text_and_pt_layers(self) -> None:
        """Add rules and P/T text for each face."""
        for i in range(2):
            self.text.append(
                FormattedTextArea(
                    layer=self.text_layer_rules[i],
                    contents=self.layout.oracle_text[i],
                    flavor=self.layout.flavor_text[i],
                    reference=self.textbox_reference[i],
                    divider=self.divider_layer[i],
                    centered=self.is_centered[i]))

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: str

art_frame_vertical: str

art_layer: list[ArtLayer]

Art layer for each side.

art_reference: list[ArtLayer]

Art layer positioning reference for each side.

background: str

background_groups: list[LayerSet]

Background group for each side.

background_layer: list[ArtLayer]

Background layer for each side.

background_reference: list[ArtLayer]

Background positioning reference for each side.

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.

card_groups

Left and Right side parent groups.

color_indicator_layer: Optional[ArtLayer]

Color indicator icon layer.

color_limit: int

One more than the max number of colors this card can split by.

console: type[CONSOLE]

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

crown_layer: Optional[ArtLayer]

Legendary crown layer.

crown_shadow_layer: Union[ArtLayer, LayerSet, None]

Legendary crown hollow shadow layer.

dfc_group: Optional[LayerSet]

Optional[LayerSet]: Group containing double face elements.

divider_layer: list[Optional[ArtLayer]]

Divider layer for each side. List updated if either side has flavor text.

doc_selection: Selection

docref: Optional[Document]

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

event: Event

expansion_reference: Optional[ArtLayer]

Expansion symbol reference layer

expansion_reference_right: None

Right side expansion symbol reference.

expansion_references: list[ArtLayer]

Expansion reference for each side.

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.

expansion_symbols: list[Optional[ArtLayer]]

Expansion symbol layers for each side. Right side is generated duplicating the left side.

frame_layer_methods: list[Callable]

list[Callable]: Methods called to insert and enable frame layers.

Functions:

Name Description
`color_border`

Changes the border color if required and supported by the template.

`enable_frame_layers`

fuse_group: Optional[LayerSet]

Fuse elements parent group.

fuse_pinline_colors: Union[list[int], list[dict]]

Color definition for Fuse pinlines.

fuse_pinlines: str

Merged pinline colors of each side.

fuse_pinlines_action: Union[psd.create_color_layer, psd.create_gradient_layer]

Action used to render Fuse pinlines.

fuse_pinlines_group: Optional[LayerSet]

Fuse pinlines group.

fuse_textbox_colors: str

Gold if Fuse colors are more than 3, otherwise use Fuse colors.

fuse_textbox_group: Optional[LayerSet]

Fuse textbox group.

hooks: list[Callable]

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

identity: str

is_art_vertical: bool

is_basic_land: bool

is_centered: list[bool]

Allow centered text for each side independently.

is_collector_promo: bool

is_colorless: bool

is_companion: bool

is_content_aware_enabled: bool

is_creature: bool

is_emblem: bool

is_flipside_creature: bool

is_front: bool

is_fullart: bool

is_fuse: bool

Determine if this is a 'Fuse' split card.

is_hollow_crown: bool

is_hybrid: bool

is_land: bool

is_legendary: bool

is_mdfc: bool

is_miracle: bool

is_name_shifted: bool

is_nyx: bool

is_snow: bool

is_token: bool

is_transform: bool

is_type_shifted: bool

legal_group: LayerSet

mask_group: Optional[LayerSet]

mask_layers: list[ArtLayer]

Blending masks supported by this template.

name_reference: list[ArtLayer]

list[ArtLayer]: Name reference for each side.

output_directory: Path

PathL Directory to save the rendered image.

output_file_name: Path

pinlines: str

pinlines_action: list[Union[psd.create_color_layer, psd.create_gradient_layer]]

Action used to render the pinlines of each side.

pinlines_colors: list[Union[list[int], list[dict]]]

Color definitions used for pinlines of each side.

pinlines_groups: list[LayerSet]

Pinlines group for each side.

pinlines_layer: Optional[ArtLayer]

Pinlines (and textbox) layer.

post_save_methods: list[Callable]

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

post_text_methods

Rotate card sideways.

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_layer: Optional[ArtLayer]

Power and toughness box layer.

pt_reference: Optional[ReferenceLayer]

save_mode: Callable

text: list[FormattedTextLayer]

List of text layer objects to execute.

text_group: Optional[LayerSet]

One text and icons group located in the 'Left' side group.

text_layer_creator: Optional[ArtLayer]

Optional[ArtLayer]: Proxy creator name text layer.

text_layer_mana: list[ArtLayer]

Mana cost text layer for each side.

text_layer_methods: list[Callable]

list[Callable]: Methods called to insert and format text layers.

text_layer_name: list[ArtLayer]

Name text layer for each side.

text_layer_pt: Optional[ArtLayer]

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

text_layer_rules: list[ArtLayer]

Rules text layer for each side.

text_layer_type: list[ArtLayer]

Typeline text layer for each side.

textbox_groups: list[LayerSet]

Textbox group for each side.

textbox_layer: list[ArtLayer]

Textbox layer for each side.

textbox_reference: list[ArtLayer]

Textbox positioning reference for each side.

transform_icon_layer: Optional[ArtLayer]

Optional[ArtLayer]: Transform icon layer.

twins: str

twins_groups: list[LayerSet]

Twins group for each side.

twins_layer: list[ArtLayer]

Twins layer for each side.

twins_reference: list[ArtLayer]

Twins positioning reference for each side.

type_reference: list[ArtLayer]

list[ArtLayer]: Typeline reference for each side.

watermark_blend_mode: BlendMode

Blend mode to use on the Watermark layer.

watermark_color_map: dict

Maps color values for Watermark.

watermark_colors: list[list[SolidColor]]

A list of 'SolidColor' objects for each face.

watermark_fx: list[list[LayerEffects]]

A list of LayerEffects' objects for each face.

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

basic_text_layers() -> None

Add basic text layers for each side.

Source code in src\templates\split.py
def basic_text_layers(self) -> None:
    """Add basic text layers for each side."""
    for i in range(2):
        self.text.extend([
            FormattedTextField(
                layer=self.text_layer_mana[i],
                contents=self.layout.mana_cost[i]
            ),
            ScaledTextField(
                layer=self.text_layer_name[i],
                contents=self.layout.name[i],
                reference=self.name_reference[i]
            ),
            ScaledTextField(
                layer=self.text_layer_type[i],
                contents=self.layout.type_line[i],
                reference=self.type_reference[i]
            )])

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

Render a watermark for each side that has one.

Source code in src\templates\split.py
def create_watermark(self) -> None:
    """Render a watermark for each side that has one."""

    # Add watermark to each side if needed
    for i, watermark in enumerate(self.layout.watermark):

        # Required values to generate a Watermark
        if not all([
            self.layout.watermark_svg[i],
            self.textbox_reference[i],
            self.watermark_colors[i],
            watermark
        ]):
            return

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

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

        # Apply opacity, blending, and effects
        wm.opacity = wm_details.get('opacity', CFG.watermark_opacity)
        wm.blendMode = BlendMode.ColorBurn
        psd.apply_fx(wm, self.watermark_fx[i])

enable_crown() -> None

Enable layers required by the Legendary Crown.

Source code in src\templates\_core.py
def enable_crown(self) -> None:
    """Enable layers required by the Legendary Crown."""
    pass

enable_frame_layers() -> None

Enable frame layers for each side. Add Fuse layers if required.

Source code in src\templates\split.py
def enable_frame_layers(self) -> None:
    """Enable frame layers for each side. Add Fuse layers if required."""

    # Frame layers
    for i in range(2):
        # Copy twins and position
        self.twins_layer[i].visible = True
        twins = self.twins_layer[i].parent.duplicate(self.twins_groups[i], ElementPlacement.PlaceBefore)
        self.twins_layer[i].visible = False
        twins.visible = True
        psd.align_horizontal(twins, self.twins_reference[i])

        # Copy background and position
        background = self.background_layer[i].duplicate(
            self.background_groups[i], ElementPlacement.PlaceInside)
        background.visible = True
        psd.align_horizontal(background, self.background_reference[i])

        # Copy textbox and position
        textbox = self.textbox_layer[i].duplicate(
            self.textbox_groups[i], ElementPlacement.PlaceInside)
        textbox.visible = True
        self.active_layer = textbox
        psd.align_horizontal(textbox, self.textbox_reference[i].dims)
        if self.is_fuse:
            psd.select_bounds(self.textbox_reference[i].bounds, self.doc_selection)
            self.doc_selection.invert()
            self.doc_selection.clear()
        self.doc_selection.deselect()

        # Apply pinlines
        self.generate_layer(
            group=self.pinlines_groups[i],
            colors=self.pinlines_colors[i])

    # Fuse addone
    if self.is_fuse:
        psd.getLayer(f'{LAYERS.BORDER} Fuse').visible = True
        self.fuse_group.visible = True
        self.generate_layer(
            group=self.fuse_pinlines_group,
            colors=self.fuse_pinline_colors)
        self.generate_layer(
            group=self.fuse_textbox_group,
            colors=self.fuse_textbox_colors,
            masks=self.mask_layers)

enable_hollow_crown() -> None

Enable layers required by the Hollow Legendary Crown modification

Source code in src\templates\_core.py
def enable_hollow_crown(self) -> None:
    """Enable layers required by the Hollow Legendary Crown modification"""
    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_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 | list[str | Path]] = None, art_layer: Optional[list[ArtLayer]] = None, art_reference: Optional[list[ReferenceLayer]] = None) -> None

Loads the specified art file into the specified layer.

Parameters:

Name Type Description Default
art_file str | Path | list[str | Path] | None

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

None
art_layer list[ArtLayer] | None

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

None
art_reference list[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\split.py
def load_artwork(
    self,
    art_file: Optional[str | Path | list[str | Path]] = None,
    art_layer: Optional[list[ArtLayer]] = None,
    art_reference: Optional[list[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

    # Double up art for test mode
    if ENV.TEST_MODE and not isinstance(art_file, list):
        art_file = [art_file] * 2

    # Second art not provided
    if len(art_file) == 1:

        # Manually select a second art
        self.console.update("Please select the second split art!")
        file = self.app.openDialog()
        if not file:
            self.console.update('No art selected, cancelling render.')
            self.console.cancel_thread(thr=self.event)
            return

        # Place new art in the correct order
        if normalize_str(self.layout.name[0]) == normalize_str(self.layout.file['name']):
            art_file.append(file[0])
        else:
            art_file.insert(0, file[0])

    # Load art for each side
    for i, ref in enumerate(art_reference):
        super().load_artwork(
            art_file=art_file[i],
            art_layer=art_layer[i],
            art_reference=ref)

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]

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

Add rules and P/T text for each face.

Source code in src\templates\split.py
def rules_text_and_pt_layers(self) -> None:
    """Add rules and P/T text for each face."""
    for i in range(2):
        self.text.append(
            FormattedTextArea(
                layer=self.text_layer_rules[i],
                contents=self.layout.oracle_text[i],
                flavor=self.layout.flavor_text[i],
                reference=self.textbox_reference[i],
                divider=self.divider_layer[i],
                centered=self.is_centered[i]))

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