pub fn frames<A: ActionSet>(
steps: &[Step],
keymap: &Keymap<A>,
pad: PadKind,
) -> Result<Vec<Planned>, String>Expand description
The frames steps give, each FRAME_DT long, with the game’s
keymap (for an action by name) and buttons pressed on a pad of kind
pad: a key chord or a pad token down in one frame and up in the next,
an action as its key or its button, a wait as wait_frames frames
with no input (none for a wait of 0). An error names the step
(step 3: act: …): one Step::check refuses, an action that can’t be
pressed, or a crank, which isn’t played this way (the Harness winds it
itself; the live link can’t yet).