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AdventureTemplate

src.templates.adventure.AdventureTemplate

Bases: AdventureMod, NormalTemplate

Raster template for Adventure cards introduced in Throne of Eldraine.

Source code in src\templates\adventure.py
class AdventureTemplate(AdventureMod, NormalTemplate):
    """Raster template for Adventure cards introduced in Throne of Eldraine."""

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.

divider_layer_adventure: Optional[ArtLayer]

Flavor divider for the adventure side.

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

Colorless cards use Fullart reference.

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_mana_adventure: Optional[ArtLayer]

Mana cost for the adventure side.

text_layer_methods: list[Callable]

Add Adventure text layers step.

text_layer_name: Optional[ArtLayer]

Optional[ArtLayer]: Card name text layer.

text_layer_name_adventure: Optional[ArtLayer]

Name for the adventure side.

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_rules_adventure: Optional[ArtLayer]

Rules text for the adventure side.

text_layer_type: Optional[ArtLayer]

Optional[ArtLayer]: Card typeline text layer.

text_layer_type_adventure: Optional[ArtLayer]

Type line for the adventure side.

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

Add essential text layers: Mana cost, Card name, Typeline.

Source code in src\templates\_core.py
def basic_text_layers(self) -> None:
    """Add essential text layers: Mana cost, Card name, Typeline."""
    self.text.extend([
        FormattedTextField(
            layer=self.text_layer_mana,
            contents=self.layout.mana_cost
        ),
        ScaledTextField(
            layer=self.text_layer_name,
            contents=self.layout.name,
            reference=self.name_reference
        ),
        ScaledTextField(
            layer=self.text_layer_type,
            contents=self.layout.type_line,
            reference=self.type_reference
        )])

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 which make-up the Legendary crown.

Source code in src\templates\_core.py
def enable_crown(self) -> None:
    """Enable layers which make-up the Legendary crown."""

    # Enable crown and legendary border
    self.crown_layer.visible = True
    if self.border_group and isinstance(self.border_group, LayerContainer):
        psd.getLayer(LAYERS.NORMAL_BORDER, self.border_group).visible = False
        psd.getLayer(LAYERS.LEGENDARY_BORDER, self.border_group).visible = True

    # Call hollow crown step
    if self.is_hollow_crown:
        self.enable_hollow_crown(
            psd.getLayer(LAYERS.SHADOWS))

enable_frame_layers() -> None

Enable layers which make-up the frame of the card.

Source code in src\templates\_core.py
def enable_frame_layers(self) -> None:
    """Enable layers which make-up the frame of the card."""

    # Twins
    if self.twins_layer:
        self.twins_layer.visible = True

    # PT Box
    if self.is_creature and self.pt_layer:
        self.pt_layer.visible = True

    # Pinlines
    if self.pinlines_layer:
        self.pinlines_layer.visible = True

    # Color Indicator
    if self.is_type_shifted and self.color_indicator_layer:
        self.color_indicator_layer.visible = True

    # Background
    if self.background_layer:
        self.background_layer.visible = True

    # Legendary crown
    if self.is_legendary and self.crown_layer:
        self.enable_crown()

enable_hollow_crown(shadows: Optional[ArtLayer] = None) -> None

Enable the hollow legendary crown.

Source code in src\templates\_core.py
def enable_hollow_crown(self, shadows: Optional[ArtLayer] = None) -> None:
    """Enable the hollow legendary crown."""
    if shadows:
        psd.enable_mask(shadows)
    psd.enable_mask(self.crown_layer.parent)
    psd.enable_mask(self.pinlines_layer.parent)
    self.crown_shadow_layer.visible = True

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

Add rules and power/toughness text.

Source code in src\templates\_core.py
def rules_text_and_pt_layers(self) -> None:
    """Add rules and power/toughness text."""
    self.text.extend([
        FormattedTextArea(
            layer=self.text_layer_rules,
            contents=self.layout.oracle_text,
            flavor=self.layout.flavor_text,
            reference=self.textbox_reference,
            divider=self.divider_layer,
            pt_reference=self.pt_reference,
            centered=self.is_centered
        ),
        TextField(
            layer=self.text_layer_pt,
            contents=f"{self.layout.power}/{self.layout.toughness}"
        ) if self.is_creature else None
    ])

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