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BaseTemplate

src.templates._core.BaseTemplate

Master Template for Proxyshop all others should extend to.

Notes
  • Contains all the core architecture that is required for any template to function in Proxyshop, as well as a ton of optional built-in utility properties and methods for building templates.
Source code in src\templates\_core.py
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class BaseTemplate:
    """Master Template for Proxyshop all others should extend to.

    Notes:
        - Contains all the core architecture that is required for any template to function in Proxyshop,
            as well as a ton of optional built-in utility properties and methods for building templates.
    """
    frame_suffix = 'Normal'
    template_suffix = ''

    def __init__(self, layout: Any, **kwargs):

        # Setup manual properties
        self.layout = layout
        self._text = []

    """
    * Template Class Routing
    """

    def __new__(cls, layout, **kwargs) -> 'BaseTemplate':
        """Governs which class is called to instantiate a new object."""
        return cls.get_template_route(layout, **kwargs)

    @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)

    @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)

    """
    * Enabled Method Lists
    """

    @property
    def pre_render_methods(self) -> list[Callable]:
        """list[Callable]: Methods called before rendering begins.

        Methods:
            `process_layout_data`: Processes layout data before it is used to generate the card.
        """
        return [self.process_layout_data]

    @property
    def frame_layer_methods(self) -> list[Callable]:
        """list[Callable]: Methods called to insert and enable frame layers.

        Methods:
            `color_border`: Changes the border color if required and supported by the template.
            `enable_frame_layers`:
        """
        return [self.color_border, self.enable_frame_layers]

    @property
    def text_layer_methods(self) -> list[Callable]:
        """list[Callable]: Methods called to insert and format text layers."""
        return [
            self.collector_info,
            self.basic_text_layers,
            self.rules_text_and_pt_layers
        ]

    @property
    def post_text_methods(self) -> list[Callable]:
        """list[Callable]: Methods called after text is inserted and formatted."""
        return []

    @property
    def post_save_methods(self) -> list[Callable]:
        """list[Callable]: Methods called after the rendered image is saved."""
        return []

    """
    * Hook Method List
    """

    @property
    def hooks(self) -> list[Callable]:
        """list[Callable]: List of methods that will be called during the hooks execution step"""
        hooks = []
        if self.is_creature:
            # Creature hook
            hooks.append(self.hook_creature)
        if 'P' in self.layout.mana_cost or '/' in self.layout.mana_cost:
            # Large mana symbol hook
            hooks.append(self.hook_large_mana)
        return hooks

    def hook_creature(self) -> None:
        """Run this if card is a creature."""
        pass

    def hook_large_mana(self) -> None:
        """Run this if card has a large mana symbol."""
        pass

    """
    * App Properties
    """

    @cached_property
    def event(self) -> Event:
        """Event: Threading Event used to signal thread cancellation."""
        return Event()

    @cached_property
    def console(self) -> type[CONSOLE]:
        """type[CONSOLE]: Console output object used to communicate with the user."""
        return CONSOLE

    @property
    def app(self) -> PhotoshopHandler:
        """PhotoshopHandler: Photoshop Application object used to communicate with Photoshop."""
        return APP

    @cached_property
    def docref(self) -> Optional[Document]:
        """Optional[Document]: This template's document open in Photoshop."""
        if doc := psd.get_document(osp.basename(self.layout.template_file)):
            return doc
        return

    @cached_property
    def doc_selection(self) -> Selection:
        """Selection: Active document selection object."""
        return self.docref.selection

    @property
    def active_layer(self) -> Union[ArtLayer, LayerSet]:
        """Union[ArtLayer, LayerSet]: Get the currently active layer in the Photoshop document."""
        return self.docref.activeLayer

    @active_layer.setter
    def active_layer(self, value: Union[ArtLayer, LayerSet]):
        """Set the currently active layer in the Photoshop document.

        Args:
            value: An ArtLayer or LayerSet to make active.
        """
        self.docref.activeLayer = value

    """
    * SolidColor objects
    """

    @cached_property
    def RGB_BLACK(self) -> SolidColor:
        """SolidColor: A solid color object with RGB [0, 0, 0]."""
        return psd.rgb_black()

    @cached_property
    def RGB_WHITE(self) -> SolidColor:
        """SolidColor: A solid color object with RGB [255, 255, 255]."""
        return psd.rgb_white()

    """
    * File Saving
    """

    @cached_property
    def save_mode(self) -> Callable:
        """Callable: Function called to save the rendered image."""
        if CFG.output_file_type == OutputFileType.PNG:
            return psd.save_document_png
        if CFG.output_file_type == OutputFileType.PSD:
            return psd.save_document_psd
        return psd.save_document_jpeg

    @cached_property
    def output_directory(self) -> Path:
        """PathL Directory to save the rendered image."""
        if ENV.TEST_MODE:
            path = PATH.OUT / self.__class__.__name__
            path.mkdir(mode=777, parents=True, exist_ok=True)
            return path
        return PATH.OUT

    @cached_property
    def output_file_name(self) -> Path:
        """Path: The formatted filename for the rendered image."""
        name, tag_map = CFG.output_file_name, {
            '#name': self.layout.name_raw,
            '#artist': self.layout.artist,
            '#set': self.layout.set,
            '#num': str(self.layout.collector_number),
            '#frame': self.frame_suffix,
            '#suffix': self.template_suffix,
            '#creator': self.layout.creator,
            '#lang': self.layout.lang
        }

        # Replace conditional tags
        for n in CardTextPatterns.PATH_CONDITION.findall(name):
            case_new, case = n, f'<{n}>'
            for tag, val in tag_map.items():
                if tag in case and not val:
                    name, case_new = name.replace(case, ''), ''
                    break
                if tag in case:
                    case_new = case_new.replace(tag, val)
            if case_new:
                name = name.replace(case, case_new)

        # Replace other tags
        for tag, value in tag_map.items():
            if value:
                name = name.replace(tag, value)
        path = Path(
            self.output_directory,
            sanitize_filename(name)
        ).with_suffix(f'.{CFG.output_file_type}')

        # Are we overwriting duplicate names?
        if not CFG.overwrite_duplicate:
            path = get_unique_filename(path)
        return path

    """
    * Cosmetic Extendable Checks
    """

    @property
    def is_hollow_crown(self) -> bool:
        """bool: Governs whether a hollow crown should be rendered."""
        return False

    @property
    def is_fullart(self) -> bool:
        """bool: Returns True if art must be treated as Fullart."""
        return False

    """
    * Boolean Checks
    """

    @property
    def is_creature(self) -> bool:
        """bool: Governs whether to add PT box and use Creature rules text."""
        return self.layout.is_creature

    @property
    def is_legendary(self) -> bool:
        """bool: Enables the legendary crown step."""
        return self.layout.is_legendary

    @property
    def is_land(self) -> bool:
        """bool: Governs whether to use normal or land pinlines group."""
        return self.layout.is_land

    @property
    def is_artifact(self) -> bool:
        """bool: Utility definition for custom templates. Returns True if card is an Artifact."""
        return self.layout.is_artifact

    @property
    def is_vehicle(self) -> bool:
        """bool: Utility definition for custom templates. Returns True if card is a Vehicle."""
        return self.layout.is_vehicle

    @property
    def is_hybrid(self) -> bool:
        """bool: Utility definition for custom templates. Returns True if card is hybrid color."""
        return self.layout.is_hybrid

    @property
    def is_colorless(self) -> bool:
        """bool: Enforces fullart framing for card art on many templates."""
        return self.layout.is_colorless

    @property
    def is_front(self) -> bool:
        """bool: Governs render behavior on MDFC and Transform cards."""
        return self.layout.is_front

    @property
    def is_transform(self) -> bool:
        """bool: Governs behavior on double faced card varieties."""
        return self.layout.is_transform

    @property
    def is_mdfc(self) -> bool:
        """bool: Governs behavior on double faced card varieties."""
        return self.layout.is_mdfc

    @property
    def is_companion(self) -> bool:
        """bool: Enables companion cosmetic elements."""
        return self.layout.is_companion

    @property
    def is_nyx(self) -> bool:
        """bool: Enables nyxtouched cosmetic elements."""
        return self.layout.is_nyx

    @property
    def is_snow(self) -> bool:
        """bool: Enables snow cosmetic elements."""
        return self.layout.is_snow

    @property
    def is_miracle(self) -> bool:
        """bool: Enables miracle cosmetic elements."""
        return self.layout.is_miracle

    @property
    def is_token(self) -> bool:
        """bool: Enables token cosmetic elements."""
        return self.layout.is_token

    @property
    def is_emblem(self) -> bool:
        """bool: Enables emblem cosmetic elements."""
        return self.layout.is_emblem

    """
    * Cached Properties
    * Calculated in BaseTemplate class
    """

    @cached_property
    def is_basic_land(self) -> bool:
        """bool: Governs Basic Land watermark and other Basic Land behavior."""
        return self.layout.is_basic_land

    @cached_property
    def is_centered(self) -> bool:
        """bool: Governs whether rules text is centered."""
        return bool(
            len(self.layout.flavor_text) <= 1
            and len(self.layout.oracle_text) <= 70
            and "\n" not in self.layout.oracle_text)

    @cached_property
    def is_name_shifted(self) -> bool:
        """bool: Governs whether to use the shifted name text layer."""
        return bool(self.is_transform or self.is_mdfc)

    @cached_property
    def is_type_shifted(self) -> bool:
        """bool: Governs whether to use the shifted typeline text layer."""
        return bool(self.layout.color_indicator)

    @cached_property
    def is_flipside_creature(self) -> bool:
        """bool: Governs double faced cards where opposing side is a creature."""
        return bool(self.layout.other_face_power and self.layout.other_face_toughness)

    @cached_property
    def is_art_vertical(self) -> bool:
        """bool: Returns True if art provided is vertically oriented, False if it is horizontal."""
        with Image.open(self.layout.art_file) as image:
            width, height = image.size
        if height > (width * 1.1):
            # Vertical orientation
            return True
        # Horizontal orientation
        return False

    @cached_property
    def is_content_aware_enabled(self) -> bool:
        """bool: Governs whether content aware fill should be performed during the art loading step."""
        if self.is_fullart and all([n not in self.art_reference.name for n in ['Full', 'Borderless']]):
            # By default, fill when we want a fullart image but didn't receive one
            return True
        return False

    @cached_property
    def is_collector_promo(self) -> bool:
        """bool: Governs whether to use promo star in collector info."""
        if CFG.collector_promo == CollectorPromo.Always:
            return True
        if self.layout.is_promo and CFG.collector_promo == CollectorPromo.Automatic:
            return True
        return False

    """
    * Frame Details
    """

    @property
    def art_frame(self) -> str:
        """str: Normal frame to use for positioning the art."""
        return LAYERS.ART_FRAME

    @property
    def art_frame_vertical(self) -> str:
        """str: Vertical orientation frame to use for positioning the art."""
        return LAYERS.FULL_ART_FRAME

    @cached_property
    def twins(self) -> str:
        """str: Name of the Twins layer, also usually the PT layer."""
        return self.layout.twins

    @cached_property
    def pinlines(self) -> str:
        """str: Name of the Pinlines layer."""
        return self.layout.pinlines

    @cached_property
    def identity(self) -> str:
        """str: Color identity of the card, e.g. WU."""
        return self.layout.identity

    @cached_property
    def background(self) -> str:
        """str: Name of the Background layer."""
        if not self.is_vehicle and self.layout.background == LAYERS.VEHICLE:
            return LAYERS.ARTIFACT
        return self.layout.background

    @cached_property
    def color_limit(self) -> int:
        """int: Number of colors where frame elements will no longer split (becomes gold)."""
        return 3

    """
    * Layer Groups
    """

    @cached_property
    def legal_group(self) -> LayerSet:
        """LayerSet: Group containing artist credit, collector info, and other legal details."""
        return self.docref.layerSets[LAYERS.LEGAL]

    @cached_property
    def border_group(self) -> Optional[Union[LayerSet, ArtLayer]]:
        """Optional[Union[LayerSet, ArtLayer]]: Group, or sometimes a layer, containing the card border."""
        if group := psd.getLayerSet(LAYERS.BORDER, self.docref):
            return group
        if layer := psd.getLayer(LAYERS.BORDER, self.docref):
            return layer
        return

    @cached_property
    def text_group(self) -> Optional[LayerSet]:
        """Optional[LayerSet]: Text and icon group, contains rules text and necessary symbols."""
        with suppress(Exception):
            return self.docref.layerSets[LAYERS.TEXT_AND_ICONS]
        return self.docref

    @cached_property
    def dfc_group(self) -> Optional[LayerSet]:
        """Optional[LayerSet]: Group containing double face elements."""
        face = LAYERS.FRONT if self.is_front else LAYERS.BACK
        if self.is_transform:
            return psd.getLayerSet(face, [self.text_group, LAYERS.TRANSFORM])
        if self.is_mdfc:
            return psd.getLayerSet(f'{LAYERS.MDFC} {face}', self.text_group)
        return

    @cached_property
    def mask_group(self) -> Optional[LayerSet]:
        """LayerSet: Group containing masks used to blend and adjust various layers."""
        with suppress(Exception):
            return self.docref.layerSets[LAYERS.MASKS]
        return

    """
    * Text Layers
    """

    @cached_property
    def text_layer_creator(self) -> Optional[ArtLayer]:
        """Optional[ArtLayer]: Proxy creator name text layer."""
        return psd.getLayer(LAYERS.CREATOR, self.legal_group)

    @cached_property
    def text_layer_name(self) -> Optional[ArtLayer]:
        """Optional[ArtLayer]: Card name text layer."""
        if self.is_name_shifted:
            psd.getLayer(LAYERS.NAME, self.text_group).visible = False
            name = psd.getLayer(LAYERS.NAME_SHIFT, self.text_group)
            name.visible = True
            return name
        return psd.getLayer(LAYERS.NAME, self.text_group)

    @cached_property
    def text_layer_mana(self) -> Optional[ArtLayer]:
        """Optional[ArtLayer]: Card mana cost text layer."""
        return psd.getLayer(LAYERS.MANA_COST, self.text_group)

    @cached_property
    def text_layer_type(self) -> Optional[ArtLayer]:
        """Optional[ArtLayer]: Card typeline text layer."""
        if self.is_type_shifted:
            psd.getLayer(LAYERS.TYPE_LINE, self.text_group).visible = False
            typeline = psd.getLayer(LAYERS.TYPE_LINE_SHIFT, self.text_group)
            typeline.visible = True
            return typeline
        return psd.getLayer(LAYERS.TYPE_LINE, self.text_group)

    @cached_property
    def text_layer_rules(self) -> Optional[ArtLayer]:
        """Optional[ArtLayer]: Card rules text layer."""
        if self.is_creature:
            return psd.getLayer(LAYERS.RULES_TEXT_CREATURE, self.text_group)
        return psd.getLayer(LAYERS.RULES_TEXT_NONCREATURE, self.text_group)

    @cached_property
    def text_layer_pt(self) -> Optional[ArtLayer]:
        """Optional[ArtLayer]: Card power and toughness text layer."""
        return psd.getLayer(LAYERS.POWER_TOUGHNESS, self.text_group)

    @cached_property
    def divider_layer(self) -> Optional[ArtLayer]:
        """Optional[ArtLayer]: Divider layer between rules text and flavor text."""
        if self.is_transform and self.is_front and self.is_flipside_creature:
            if TF_DIVIDER := psd.getLayer('Divider TF', self.text_group):
                return TF_DIVIDER
        return psd.getLayer(LAYERS.DIVIDER, self.text_group)

    """
    * Frame Layers
    """

    @property
    def art_layer(self) -> ArtLayer:
        """ArtLayer: Layer the art image is imported into."""
        return psd.getLayer(LAYERS.DEFAULT, self.docref)

    @cached_property
    def twins_layer(self) -> Optional[ArtLayer]:
        """Name and title boxes layer."""
        return psd.getLayer(self.twins, LAYERS.TWINS)

    @cached_property
    def pinlines_layer(self) -> Optional[ArtLayer]:
        """Pinlines (and textbox) layer."""
        if self.is_land:
            return psd.getLayer(self.pinlines, LAYERS.LAND_PINLINES_TEXTBOX)
        return psd.getLayer(self.pinlines, LAYERS.PINLINES_TEXTBOX)

    @cached_property
    def background_layer(self) -> Optional[ArtLayer]:
        """Background texture layer."""
        # Try finding Vehicle background
        if self.is_vehicle and self.background == LAYERS.VEHICLE:
            return psd.getLayer(
                LAYERS.VEHICLE, LAYERS.BACKGROUND
            ) or psd.getLayer(
                LAYERS.ARTIFACT, LAYERS.BACKGROUND)
        # All other backgrounds
        return psd.getLayer(self.background, LAYERS.BACKGROUND)

    @cached_property
    def pt_layer(self) -> Optional[ArtLayer]:
        """Power and toughness box layer."""
        # Test for Vehicle PT support
        if self.is_vehicle and self.background == LAYERS.VEHICLE:
            if layer := psd.getLayer(LAYERS.VEHICLE, LAYERS.PT_BOX):
                # Change font to white for Vehicle PT box
                self.text_layer_pt.textItem.color = self.RGB_WHITE
                return layer
        return psd.getLayer(self.twins, LAYERS.PT_BOX)

    @cached_property
    def crown_layer(self) -> Optional[ArtLayer]:
        """Legendary crown layer."""
        return psd.getLayer(self.pinlines, LAYERS.LEGENDARY_CROWN)

    @cached_property
    def crown_shadow_layer(self) -> Union[ArtLayer, LayerSet, None]:
        """Legendary crown hollow shadow layer."""
        return psd.getLayer(LAYERS.HOLLOW_CROWN_SHADOW, self.docref)

    @cached_property
    def color_indicator_layer(self) -> Optional[ArtLayer]:
        """Color indicator icon layer."""
        if self.layout.color_indicator:
            return psd.getLayer(self.layout.color_indicator, LAYERS.COLOR_INDICATOR)
        return

    @cached_property
    def transform_icon_layer(self) -> Optional[ArtLayer]:
        """Optional[ArtLayer]: Transform icon layer."""
        return psd.getLayer(self.layout.transform_icon, self.dfc_group)

    """
    * Reference Layers
    """

    @cached_property
    def art_reference(self) -> ReferenceLayer:
        """ReferenceLayer: Reference frame used to scale and position the art layer."""
        # Check if art is vertically oriented, or forced vertical, and for valid vertical frame
        if self.is_art_vertical or (self.is_fullart and CFG.vertical_fullart):
            if layer := psd.get_reference_layer(self.art_frame_vertical):
                return layer
        # Check for normal art frame
        return psd.get_reference_layer(self.art_frame) or psd.get_reference_layer(LAYERS.ART_FRAME)

    @cached_property
    def name_reference(self) -> Optional[ArtLayer]:
        """ArtLayer: By default, name uses Mana Cost as a reference to check collision against."""
        if self.is_basic_land:
            return
        return self.text_layer_mana

    @cached_property
    def type_reference(self) -> Optional[ArtLayer]:
        """ArtLayer: By default, typeline uses the expansion symbol to check collision against,
        otherwise fallback to the expansion symbols reference layer."""
        if self.is_basic_land:
            return
        return self.expansion_symbol_layer or self.expansion_reference

    @cached_property
    def textbox_reference(self) -> ReferenceLayer:
        """ReferenceLayer: Reference frame used to scale and position the rules text layer."""
        return psd.get_reference_layer(LAYERS.TEXTBOX_REFERENCE, self.text_group)

    @cached_property
    def pt_reference(self) -> Optional[ReferenceLayer]:
        """ArtLayer: Reference used to check rules text overlap with the PT Box."""
        if not self.is_creature:
            return
        return psd.get_reference_layer(LAYERS.PT_REFERENCE, self.text_group)

    """
    * Blending Masks
    """

    @cached_property
    def mask_layers(self) -> list[ArtLayer]:
        """List of layers containing masks used to blend multicolored layers."""
        if not self.mask_group:
            return []
        if mask := psd.getLayer(LAYERS.HALF, self.mask_group):
            return [mask]
        return []

    """
    * Processing Layout Data
    """

    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]

    """
    * Loading Artwork
    """

    @property
    def art_action(self) -> Optional[Callable]:
        """Function that is called to perform an action on the imported art."""
        return

    @property
    def art_action_args(self) -> Optional[dict]:
        """Args to pass to art_action."""
        return

    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)

    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

    """
    * Collector Info
    """

    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()

    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

    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)

    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)

    """
    * Expansion Symbol
    """

    @property
    def expansion_symbol_alignments(self) -> list[Dimensions]:
        """Alignments used for positioning the expansion symbol"""
        return [Dimensions.Right, Dimensions.CenterY]

    @cached_property
    def expansion_symbol_layer(self) -> Optional[ArtLayer]:
        """Expansion symbol layer, value set during the `load_expansion_symbol` method."""
        return

    @cached_property
    def expansion_reference(self) -> Optional[ArtLayer]:
        """Expansion symbol reference layer"""
        return psd.getLayer(LAYERS.EXPANSION_REFERENCE, self.text_group)

    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)

    """
    * Watermark
    """

    @cached_property
    def watermark_blend_mode(self) -> BlendMode:
        """Blend mode to use on the Watermark layer."""
        return BlendMode.ColorBurn

    @cached_property
    def watermark_color_map(self) -> dict:
        """Maps color values for Watermark."""
        return watermark_color_map.copy()

    @cached_property
    def watermark_colors(self) -> list[SolidColor]:
        """Colors to use for the Watermark."""
        if self.pinlines in self.watermark_color_map:
            return [self.watermark_color_map.get(self.pinlines, self.RGB_WHITE)]
        elif len(self.identity) < 3:
            return [self.watermark_color_map.get(c, self.RGB_WHITE) for c in self.identity]
        return []

    @cached_property
    def watermark_fx(self) -> list[LayerEffects]:
        """Defines the layer effects to use for the Watermark."""
        if len(self.watermark_colors) == 1:
            return [EffectColorOverlay(
                opacity=100,
                color=self.watermark_colors[0]
            )]
        if len(self.watermark_colors) == 2:
            return [EffectGradientOverlay(
                rotation=0,
                colors=[
                    GradientColor(
                        color=self.watermark_colors[0],
                        location=0,
                        midpoint=50),
                    GradientColor(
                        color=self.watermark_colors[1],
                        location=4096,
                        midpoint=50)
                ]
            )]
        return []

    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)

    """
    * Basic Land Watermark
    """

    @cached_property
    def basic_watermark_color_map(self) -> dict:
        """Maps color values for Basic Land Watermark."""
        return basic_watermark_color_map.copy()

    @cached_property
    def basic_watermark_color(self) -> SolidColor:
        """Color to use for the Basic Land Watermark."""
        return psd.get_color(self.basic_watermark_color_map[self.layout.pinlines])

    @cached_property
    def basic_watermark_fx(self) -> list[LayerEffects]:
        """Defines the layer effects used on the Basic Land Watermark."""
        return [
            EffectColorOverlay(
                opacity=100,
                color=self.basic_watermark_color),
            EffectBevel(
                highlight_opacity=70,
                shadow_opacity=72,
                softness=14,
                rotation=45,
                altitude=22,
                depth=100,
                size=28)
        ]

    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 = ''

    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

    """
    * Border
    """

    @cached_property
    def border_color(self) -> str:
        """Use 'black' unless an alternate color and a valid border group is provided."""
        if CFG.border_color != BorderColor.Black and self.border_group:
            return CFG.border_color
        return 'black'

    @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))])

    """
    * Formatted Text Layers
    """

    @property
    def text(self) -> list[FormattedTextLayer]:
        """List of text layer objects to execute."""
        return self._text

    @text.setter
    def text(self, value):
        """Add text layer to execute."""
        self._text = value

    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()

    """
    * Document Actions
    """

    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()

    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()

    """
    * Tasks and Logging
    """

    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)

    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

    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()

    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)

    """
    * Layer Generator Utilities
    * These methods create layers dynamically by blending rasterized layers or solid color
    adjustment layers together using masks.
    """

    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)

    @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)

    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}'")

    """
    * Extendable Methods
    * These methods are called during the execution chain but must be written in the child class.
    """

    def enable_frame_layers(self) -> None:
        """Enable the correct layers for this card's frame."""
        pass

    def enable_crown(self) -> None:
        """Enable layers required by the Legendary Crown."""
        pass

    def enable_hollow_crown(self) -> None:
        """Enable layers required by the Hollow Legendary Crown modification"""
        pass

    def basic_text_layers(self) -> None:
        """Establish mana cost, name (scaled to clear mana cost), and typeline (scaled to not overlap set symbol)."""
        pass

    def rules_text_and_pt_layers(self) -> None:
        """Set up the card's rules and power/toughness text based on whether the card is a creature."""
        pass

    """
    * Execution Sequence
    """

    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

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: ArtLayer

art_reference: ReferenceLayer

background: str

background_layer: Optional[ArtLayer]

Background texture layer.

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.

color_indicator_layer: Optional[ArtLayer]

Color indicator icon layer.

color_limit: int

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: 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.

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]

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`

hooks: list[Callable]

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

identity: str

is_art_vertical: bool

is_artifact: bool

is_basic_land: bool

is_centered: bool

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_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

is_vehicle: bool

legal_group: LayerSet

mask_group: Optional[LayerSet]

mask_layers: list[ArtLayer]

List of layers containing masks used to blend multicolored layers.

name_reference: Optional[ArtLayer]

output_directory: Path

PathL Directory to save the rendered image.

output_file_name: Path

pinlines: str

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: list[Callable]

list[Callable]: Methods called after text is inserted and formatted.

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]

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_mana: Optional[ArtLayer]

Optional[ArtLayer]: Card mana cost text layer.

text_layer_methods: list[Callable]

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

text_layer_name: Optional[ArtLayer]

Optional[ArtLayer]: Card name text layer.

text_layer_pt: Optional[ArtLayer]

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

text_layer_rules: Optional[ArtLayer]

Optional[ArtLayer]: Card rules text layer.

text_layer_type: Optional[ArtLayer]

Optional[ArtLayer]: Card typeline text layer.

textbox_reference: ReferenceLayer

transform_icon_layer: Optional[ArtLayer]

Optional[ArtLayer]: Transform icon layer.

twins: str

twins_layer: Optional[ArtLayer]

Name and title boxes layer.

type_reference: Optional[ArtLayer]

otherwise fallback to the expansion symbols reference layer.

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

basic_text_layers() -> None

Establish mana cost, name (scaled to clear mana cost), and typeline (scaled to not overlap set symbol).

Source code in src\templates\_core.py
def basic_text_layers(self) -> None:
    """Establish mana cost, name (scaled to clear mana cost), and typeline (scaled to not overlap set symbol)."""
    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

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 the correct layers for this card's frame.

Source code in src\templates\_core.py
def enable_frame_layers(self) -> None:
    """Enable the correct layers for this card's frame."""
    pass

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] = 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]

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

Set up the card's rules and power/toughness text based on whether the card is a creature.

Source code in src\templates\_core.py
def rules_text_and_pt_layers(self) -> None:
    """Set up the card's rules and power/toughness text based on whether the card is a creature."""
    pass

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