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frames

Function frames 

Source
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).