A set of Game Boy Advance (GBA) C++ libraries to interact with the Serial Port. Its main purpose is to provide multiplayer support to homebrew games.
- πΎ LinkCable.hpp: The classic 16-bit Multi-Play mode (up to 4 players) using a GBA Link Cable!
- π» LinkCableMultiboot.hpp: βSend Multiboot software (small 256KiB ROMs) to other GBAs with no cartridge!
- π§πΎ LinkRawCable.hpp: A minimal low-level API for the 16-bit Multi-Play mode.
- π» LinkWireless.hpp: Connect up to 5 consoles with the Wireless Adapter!
- π‘ LinkWirelessMultiboot.hpp: βSend Multiboot software (small 256KiB ROMs) to other GBAs over the air!
- π§π» LinkRawWireless.hpp: A minimal low-level API for the Wireless Adapter.
- π§ποΈ LinkWirelessOpenSDK.hpp: An abstraction of the official software level protocol of the Wireless Adapter.
- π LinkUniversal.hpp: Add multiplayer support to your game, both with πΎ Link Cables and π» Wireless Adapters, using the same API!
- π LinkGPIO.hpp: Use the Link Port however you want to control any device (like LEDs, rumble motors, and that kind of stuff)!
- π LinkSPI.hpp: Connect with a PC (like a Raspberry Pi) or another GBA (with a GBC Link Cable) using this mode. Transfer up to 2Mbit/s!
- β±οΈ LinkUART.hpp: Easily connect to any PC using a USB to UART cable!
- π±οΈ LinkPS2Mouse.hpp: Connect a PS/2 mouse to the GBA for extended controls!
- β¨οΈ LinkPS2Keyboard.hpp: Connect a PS/2 keyboard to the GBA for extended controls!
(click on the emojis for documentation)
Created by [r]labs.
π¬ Check out my other GBA projects: piuGBA, gba-remote-play, gba-flashcartio
- Include the library you want (e.g. LinkCable.hpp) in your game code, and refer to its comments for instructions. Most of these libraries are provided as single header files for simplicity. The only external dependency is libtonc, which comes preinstalled with devkitPro.
- Check out the examples folder.
- Builds are available in Releases.
- They can be tested on real GBAs or using emulators.
- For
LinkCable
/LinkWireless
/LinkUniversal
there are stress tests that you can use to tweak your configuration.
To learn implementation details, you might also want to check out the docs folder, which contains important documentation.
make [ clean | build | start | rebuild | restart ]
(aka Multi-Play Mode)
This is the Link Port mode that games use for multiplayer.
The library uses message queues to send/receive data and transmits when it's possible. As it uses CPU interrupts, the connection is alive even if a console drops a frame or gets stuck in a long iteration loop. After such an event, all nodes end up receiving all the pending messages.
new LinkCable(...)
accepts these optional parameters:
Name | Type | Default | Description |
---|---|---|---|
baudRate |
BaudRate | BAUD_RATE_1 |
Sets a specific baud rate. |
timeout |
u32 | 3 |
Number of frames without an II_SERIAL IRQ to reset the connection. |
remoteTimeout |
u32 | 5 |
Number of messages with 0xFFFF to mark a player as disconnected. |
interval |
u16 | 50 |
Number of 1024-cycle ticks (61.04ΞΌs) between transfers (50 = 3.052ms). It's the interval of Timer #sendTimerId . Lower values will transfer faster but also consume more CPU. |
sendTimerId |
u8 (0~3) | 3 |
GBA Timer to use for sending. |
You can update these values at any time without creating a new instance:
- Call
deactivate()
. - Mutate the
config
property. - Call
activate()
.
You can also change these compile-time constants:
LINK_CABLE_QUEUE_SIZE
: to set a custom buffer size (how many incoming and outgoing messages the queues can store at max per player). The default value is15
, which seems fine for most games.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate() |
- | Activates the library. |
deactivate() |
- | Deactivates the library. |
isConnected() |
bool | Returns true if there are at least 2 connected players. |
playerCount() |
u8 (0~4) | Returns the number of connected players. |
currentPlayerId() |
u8 (0~3) | Returns the current player id. |
sync() |
- | Call this method every time you need to fetch new data. |
waitFor(playerId) |
bool | Waits for data from player #playerId . Returns true on success, or false on disconnection. |
waitFor(playerId, cancel) |
bool | Like waitFor(playerId) but accepts a cancel() function. The library will continuously invoke it, and abort the wait if it returns true . |
canRead(playerId) |
bool | Returns true if there are pending messages from player #playerId . Keep in mind that if this returns false , it will keep doing so until you fetch new data with sync() . |
read(playerId) |
u16 | Dequeues and returns the next message from player #playerId . |
peek(playerId) |
u16 | Returns the next message from player #playerId without dequeuing it. |
send(data) |
- | Sends data to all connected players. |
0xFFFF
and 0x0
are reserved values, so don't send them!
(aka Multiboot through Multi-Play Mode)
This tool allows sending Multiboot ROMs (small 256KiB programs that fit in EWRAM) from one GBA to up to 3 slaves, using a single cartridge.
Name | Return type | Description |
---|---|---|
sendRom(rom, romSize, cancel) |
LinkCableMultiboot::Result | Sends the rom . During the handshake process, the library will continuously invoke cancel , and abort the transfer if it returns true . The romSize must be a number between 448 and 262144 , and a multiple of 16 . Once completed, the return value should be LinkCableMultiboot::Result::SUCCESS . |
sendRom
method!
- This is a minimal hardware wrapper designed for the Multi-Play mode.
- It doesn't include any of the features of πΎ LinkCable, so it's not well suited for games.
- Its demo (
LinkRawCable_demo
) can help emulator developers in enhancing accuracy.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate(baudRate = BAUD_RATE_1) |
- | Activates the library in a specific baudRate (LinkRawCable::BaudRate ). |
deactivate() |
- | Deactivates the library. |
transfer(data) |
LinkRawCable::Response | Exchanges data with the connected consoles. Returns the received data, including the assigned player id. |
transfer(data, cancel) |
LinkRawCable::Response | Like transfer(data) but accepts a cancel() function. The library will continuously invoke it, and abort the transfer if it returns true . |
transferAsync(data) |
- | Schedules a data transfer and returns. After this, call getAsyncState() and getAsyncData() . Note that until you retrieve the async data, normal transfer(...) s won't do anything! |
getAsyncState() |
LinkRawCable::AsyncState | Returns the state of the last async transfer (one of LinkRawCable::AsyncState::IDLE , LinkRawCable::AsyncState::WAITING , or LinkRawCable::AsyncState::READY ). |
getAsyncData() |
LinkRawCable::Response | If the async state is READY , returns the remote data and switches the state back to IDLE . |
isMaster() |
bool | Returns whether the console is connected as master or not. Returns garbage when the cable is not properly connected. |
isReady() |
bool | Returns whether all connected consoles have entered the multiplayer mode. Returns garbage when the cable is not properly connected. |
getBaudRate() |
LinkRawCable::BaudRate | Returns the current baudRate . |
- don't send
0xFFFF
, it's a reserved value that means disconnected client - only
transfer(...)
ifisReady()
(aka GBA Wireless Adapter)
This is a driver for an accessory that enables wireless games up to 5 players. The inner workings of the adapter are highly unknown, but this blog post is very helpful. I've updated it to add more details about the things I learnt by the means of reverse engineering brute force and trial&error.
The library, by default, implements a lightweight protocol (on top of the adapter's message system) that sends packet IDs and checksums. This allows detecting disconnections, forwarding messages to all nodes, and retransmitting to prevent packet loss.
demo.mp4
new LinkWireless(...)
accepts these optional parameters:
Name | Type | Default | Description |
---|---|---|---|
forwarding |
bool | true |
If true , the server forwards all messages to the clients. Otherwise, clients only see messages sent from the server (ignoring other peers). |
retransmission |
bool | true |
If true , the library handles retransmission for you, so there should be no packet loss. |
maxPlayers |
u8 (2~5) | 5 |
Maximum number of allowed players. The adapter will accept connections after reaching the limit, but the library will ignore them. If your game only supports -for example- two players, set this to 2 as it will make transfers faster. |
timeout |
u32 | 10 |
Number of frames without receiving any data to reset the connection. |
remoteTimeout |
u32 | 10 |
Number of successful transfers without a message from a client to mark the player as disconnected. |
interval |
u16 | 50 |
Number of 1024-cycle ticks (61.04ΞΌs) between transfers (50 = 3.052ms). It's the interval of Timer #sendTimerId . Lower values will transfer faster but also consume more CPU. |
sendTimerId |
u8 (0~3) | 3 |
GBA Timer to use for sending. |
asyncACKTimerId |
s8 (0~3 or -1) | -1 |
GBA Timer to use for ACKs. If you have free timers, use one here to reduce CPU usage. |
You can update these values at any time without creating a new instance:
- Call
deactivate()
. - Mutate the
config
property. - Call
activate()
.
You can also change these compile-time constants:
LINK_WIRELESS_QUEUE_SIZE
: to set a custom buffer size (how many incoming and outgoing messages the queues can store at max). The default value is30
, which seems fine for most games.LINK_WIRELESS_MAX_SERVER_TRANSFER_LENGTH
andLINK_WIRELESS_MAX_CLIENT_TRANSFER_LENGTH
: to set the biggest allowed transfer per timer tick. Transfers contain retransmission headers and multiple user messages. These values must be in the range[6;20]
for servers and[2;4]
for clients. The default values are20
and4
, but you might want to set them a bit lower to reduce CPU usage.LINK_WIRELESS_PUT_ISR_IN_IWRAM
: to put critical functions (~3.5KB) in IWRAM, which can significantly improve performance due to its faster access. This is disabled by default to conserve IWRAM space, which is limited, but it's enabled in demos to showcase its performance benefits.LINK_WIRELESS_USE_SEND_RECEIVE_LATCH
: to alternate between sends and receives on each timer tick (instead of doing both things). This is disabled by default. Enabling it will introduce some latency but reduce overall CPU usage.
- Most of these methods return a boolean, indicating if the action was successful. If not, you can call
getLastError()
to know the reason. Usually, unless it's a trivial error (like buffers being full), the connection with the adapter is reset and the game needs to start again. - You can check the connection state at any time with
getState()
. - Until a session starts, all actions are synchronic.
- During sessions (when the state is
SERVING
orCONNECTED
), the message transfers are IRQ-driven, sosend(...)
andreceive(...)
won't waste extra cycles.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate() |
bool | Activates the library. When an adapter is connected, it changes the state to AUTHENTICATED . It can also be used to disconnect or reset the adapter. |
deactivate() |
bool | Puts the adapter into a low consumption mode and then deactivates the library. It returns a boolean indicating whether the transition to low consumption mode was successful. |
serve([gameName], [userName], [gameId]) |
bool | Starts broadcasting a server and changes the state to SERVING . You can, optionally, provide a gameName (max 14 characters), a userName (max 8 characters), and a gameId (0 ~ 0x7FFF) that games will be able to read. The strings must be null-terminated character arrays. If the adapter is already serving, this method only updates the broadcast data. |
getServers(servers, [onWait]) |
bool | Fills the servers array with all the currently broadcasting servers. This action takes 1 second to complete, but you can optionally provide an onWait() function which will be invoked each time VBlank starts. |
getServersAsyncStart() |
bool | Starts looking for broadcasting servers and changes the state to SEARCHING . After this, call getServersAsyncEnd(...) 1 second later. |
getServersAsyncEnd(servers) |
bool | Fills the servers array with all the currently broadcasting servers. Changes the state to AUTHENTICATED again. |
connect(serverId) |
bool | Starts a connection with serverId and changes the state to CONNECTING . |
keepConnecting() |
bool | When connecting, this needs to be called until the state is CONNECTED . It assigns a player id. Keep in mind that isConnected() and playerCount() won't be updated until the first message from server arrives. |
send(data) |
bool | Enqueues data to be sent to other nodes. |
receive(messages) |
bool | Fills the messages array with incoming messages, forwarding if needed. |
getState() |
LinkWireless::State | Returns the current state (one of LinkWireless::State::NEEDS_RESET , LinkWireless::State::AUTHENTICATED , LinkWireless::State::SEARCHING , LinkWireless::State::SERVING , LinkWireless::State::CONNECTING , or LinkWireless::State::CONNECTED ). |
isConnected() |
bool | Returns true if the player count is higher than 1. |
isSessionActive() |
bool | Returns true if the state is SERVING or CONNECTED . |
playerCount() |
u8 (1~5) | Returns the number of connected players. |
currentPlayerId() |
u8 (0~4) | Returns the current player id. |
getLastError([clear]) |
LinkWireless::Error | If one of the other methods returns false , you can inspect this to know the cause. After this call, the last error is cleared if clear is true (default behavior). |
0xFFFF
is a reserved value, so don't send it!
(aka Multiboot through Wireless Adapter)
This tool allows sending Multiboot ROMs (small 256KiB programs that fit in EWRAM) from one GBA to up to 4 slaves, wirelessly, using a single cartridge.
multiboot.mp4
Name | Return type | Description |
---|---|---|
sendRom(rom, romSize, gameName, userName, gameId, players, cancel) |
LinkWirelessMultiboot::Result | Sends the rom . The players must be the exact number of consoles that will download the ROM. Once this number of players is reached, the code will start transmitting the ROM bytes. During the process, the library will continuously invoke cancel (passing a LinkWirelessMultiboot::MultibootProgress object as argument), and abort the transfer if it returns true . The romSize must be a number between 448 and 262144 . It's recommended to use a ROM size that is a multiple of 16 , as this also ensures compatibility with Multiboot via Link Cable. Once completed, the return value should be LinkWirelessMultiboot::Result::SUCCESS . |
- This is a minimal hardware wrapper designed for the Wireless Adapter.
- It doesn't include any of the features of π» LinkWireless, so it's not well suited for games.
- Its demo (
LinkRawWireless_demo
) can help emulator developers in enhancing accuracy.
- There's one method for every supported wireless adapter command.
- Use
sendCommand(...)
to send arbitrary commands.
All first-party games, including the Multiboot 'bootloader' sent by the adapter, use an official software-level protocol. This class provides methods for creating and reading packets that adhere to this protocol. It's supposed to be used in conjunction with π§π» LinkRawWireless.
Name | Return type | Description |
---|---|---|
getChildrenData(response) |
LinkWirelessOpenSDK::ChildrenData | Parses the response and returns a struct containing all the received packets from the connected clients. |
getParentData(response) |
LinkWirelessOpenSDK::ParentData | Parses the response and returns a struct containing all the received packets from the host. |
createServerBuffer(fullPayload, fullPayloadSize, sequence, [targetSlots], [offset]) |
LinkWirelessOpenSDK::SendBuffer | Creates a buffer for the host to send a fullPayload with a valid header. If fullPayloadSize is higher than 84 (the maximum payload size), the buffer will only contain the first 84 bytes (unless an offset > 0 is used). A sequence number must be created by using LinkWirelessOpenSDK::SequenceNumber::fromPacketId(...) . Optionally, a targetSlots bit array can be used to exclude some clients from the transmissions (the default is 0b1111 ). |
createServerACKBuffer(clientHeader, clientNumber) |
LinkWirelessOpenSDK::SendBuffer | Creates a buffer for the host to acknowledge a header received from a certain clientNumber . |
createClientBuffer(fullPayload, fullPayloadSize, sequence, [offset]) |
LinkWirelessOpenSDK::SendBuffer | Creates a buffer for the client to send a fullPayload with a valid header. If fullPayloadSize is higher than 14 (the maximum payload size), the buffer will only contain the first 14 bytes (unless an offset > 0 is used). A sequence number must be created by using LinkWirelessOpenSDK::SequenceNumber::fromPacketId(...) . |
createClientACKBuffer(serverHeader) |
LinkWirelessOpenSDK::SendBuffer | Creates a buffer for the client to acknowledge a header received from the host. |
A multiuse library that doesn't care whether you plug a Link Cable or a Wireless Adapter. It continuously switches between both and tries to connect to other peers, supporting the hot swapping of cables and adapters and all the features from πΎ LinkCable and π» LinkWireless.
demo.mp4
new LinkUniversal(...)
accepts these optional parameters:
Name | Type | Default | Description |
---|---|---|---|
protocol |
LinkUniversal::Protocol | AUTODETECT |
Specifies what protocol should be used (one of LinkUniversal::Protocol::AUTODETECT , LinkUniversal::Protocol::CABLE , LinkUniversal::Protocol::WIRELESS_AUTO , LinkUniversal::Protocol::WIRELESS_SERVER , or LinkUniversal::Protocol::WIRELESS_CLIENT ). |
gameName |
const char* | "" |
The game name that will be broadcasted in wireless sessions (max 14 characters). The string must be a null-terminated character array. The library uses this to only connect to servers from the same game. |
cableOptions |
LinkUniversal::CableOptions | same as LinkCable | All the πΎ LinkCable constructor parameters in one struct. |
wirelessOptions |
LinkUniversal::WirelessOptions | same as LinkWireless | All the π» LinkWireless constructor parameters in one struct. |
You can also change these compile-time constants:
LINK_UNIVERSAL_MAX_PLAYERS
: to set a maximum number of players. The default value is5
, but since LinkCable's limit is4
, you might want to decrease it.LINK_UNIVERSAL_GAME_ID_FILTER
: to restrict wireless connections to rooms with a specific game ID (0x0000
-0x7fff
). The default value (0
) connects to any game ID and uses0x7fff
when serving.
The interface is the same as πΎ LinkCable. Additionally, it supports these methods:
Name | Return type | Description |
---|---|---|
getState() |
LinkUniversal::State | Returns the current state (one of LinkUniversal::State::INITIALIZING , LinkUniversal::State::WAITING , or LinkUniversal::State::CONNECTED ). |
getMode() |
LinkUniversal::Mode | Returns the active mode (one of LinkUniversal::Mode::LINK_CABLE , or LinkUniversal::Mode::LINK_WIRELESS ). |
getProtocol() |
LinkUniversal::Protocol | Returns the active protocol (one of LinkUniversal::Protocol::AUTODETECT , LinkUniversal::Protocol::CABLE , LinkUniversal::Protocol::WIRELESS_AUTO , LinkUniversal::Protocol::WIRELESS_SERVER , or LinkUniversal::Protocol::WIRELESS_CLIENT ). |
setProtocol(protocol) |
- | Sets the active protocol . |
getWirelessState() |
LinkWireless::State | Returns the wireless state (same as π» LinkWireless's getState() ). |
(aka General Purpose Mode)
This is the default Link Port mode, and it allows users to manipulate pins SI
, SO
, SD
and SC
directly.
Name | Return type | Description |
---|---|---|
reset() |
- | Resets communication mode to General Purpose. Required to initialize the library! |
setMode(pin, direction) |
- | Configures a pin to use a direction (input or output). |
getMode(pin) |
LinkGPIO::Direction | Returns the direction set at pin . |
readPin(pin) |
bool | Returns whether a pin is HIGH or not (when set as an input). |
writePin(pin, isHigh) |
- | Sets a pin to be high or not (when set as an output). |
setSIInterrupts(isEnabled) |
- | If it isEnabled , an IRQ will be generated when SI changes from HIGH to LOW. |
SI
terminal to an input!
reset()
when you finish doing GPIO stuff! (for compatibility with the other libraries)
(aka Normal Mode)
This is the GBA's implementation of SPI. You can use this to interact with other GBAs or computers that know SPI. By default, it uses 32-bit packets, but you can switch to 8-bit by enabling the compile-time constant LINK_SPI_8BIT_MODE
.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate(mode) |
- | Activates the library in a specific mode (one of LinkSPI::Mode::SLAVE , LinkSPI::Mode::MASTER_256KBPS , or LinkSPI::Mode::MASTER_2MBPS ). |
deactivate() |
- | Deactivates the library. |
transfer(data) |
u32 | Exchanges data with the other end. Returns the received data. |
transfer(data, cancel) |
u32 | Like transfer(data) but accepts a cancel() function. The library will continuously invoke it, and abort the transfer if it returns true . |
transferAsync(data, [cancel]) |
- | Schedules a data transfer and returns. After this, call getAsyncState() and getAsyncData() . Note that until you retrieve the async data, normal transfer(...) s won't do anything! |
getAsyncState() |
LinkSPI::AsyncState | Returns the state of the last async transfer (one of LinkSPI::AsyncState::IDLE , LinkSPI::AsyncState::WAITING , or LinkSPI::AsyncState::READY ). |
getAsyncData() |
u32 | If the async state is READY , returns the remote data and switches the state back to IDLE . |
getMode() |
LinkSPI::Mode | Returns the current mode . |
setWaitModeActive(isActive) |
- | Enables or disables waitMode (*). |
isWaitModeActive() |
bool | Returns whether waitMode (*) is active or not. |
(*)
waitMode
: The GBA adds an extra feature over SPI. When working as master, it can check whether the other terminal is ready to receive, and wait if it's not. That makes the connection more reliable, but it's not always supported on other hardware units (e.g. the Wireless Adapter), so it must be disabled in those cases.
waitMode
is disabled by default.
0xFFFFFFFF
, it's reserved for errors!
The GBA operates using SPI mode 3 (CPOL=1, CPHA=1
). Here's a connection diagram that illustrates how to connect a Link Cable to a Raspberry Pi 3's SPI pins:
(aka UART Mode)
This is the GBA's implementation of UART. You can use this to interact with a PC using a USB to UART cable. You can change the buffer size by setting the compile-time constant LINK_UART_QUEUE_SIZE
.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate(baudRate, dataSize, parity, useCTS) |
- | Activates the library using a specific UART mode. Defaults: 9600bps, 8-bit data, no parity bit, no CTS. |
deactivate() |
- | Deactivates the library. |
sendLine(string) |
- | Takes a null-terminated string , and sends it followed by a '\n' character. The null character is not sent. |
sendLine(data, cancel) |
- | Like sendLine(string) but accepts a cancel() function. The library will continuously invoke it, and abort the transfer if it returns true . |
readLine(string, [limit]) |
bool | Reads characters into string until finding a '\n' character or a character limit is reached. A null terminator is added at the end. Returns false if the limit has been reached without finding a newline character. |
readLine(string, cancel, [limit]) |
bool | Like readLine(string, [limit]) but accepts a cancel() function. The library will continuously invoke it, and abort the transfer if it returns true . |
send(buffer, size, offset) |
- | Sends size bytes from buffer , starting at byte offset . |
read(buffer, size, offset) |
u32 | Tries to read size bytes into (u8*)(buffer + offset) . Returns the number of read bytes. |
canRead() |
bool | Returns whether there are bytes to read or not. |
canSend() |
bool | Returns whether there is room to send new messages or not. |
availableForRead() |
u32 | Returns the number of bytes available for read. |
availableForSend() |
u32 | Returns the number of bytes available for send (buffer size - queued bytes). |
read() |
u8 | Reads a byte. Returns 0 if nothing is found. |
send(data) |
- | Sends a data byte. |
The GBA operates using 1 stop bit, but everything else can be configured. By default, the library uses 8N1
, which means 8-bit data and no parity bit. RTS/CTS is disabled by default.
- Black wire (GND) -> GBA GND.
- Green wire (TX) -> GBA SI.
- White wire (RX) -> GBA SO.
A PS/2 mouse driver for the GBA. Use it to add mouse support to your homebrew games.
new LinkPS2Mouse(timerId)
, where timerId
is the GBA Timer used for delays.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate() |
- | Activates the library. |
deactivate() |
- | Deactivates the library. |
report(data[3]) |
- | Fills the data int array with a report. The first int contains clicks that you can check against the bitmasks LINK_PS2_MOUSE_LEFT_CLICK , LINK_PS2_MOUSE_MIDDLE_CLICK , and LINK_PS2_MOUSE_RIGHT_CLICK . The second int is the X movement, and the third int is the Y movement. |
A PS/2 keyboard driver for the GBA. Use it to add keyboard support to your homebrew games.
new LinkPS2Keyboard(onEvent)
, where onEvent
is a function pointer that will receive the scan codes (u8
). You should check a PS/2 scan code list online, but there are some examples included like LINK_PS2_KEYBOARD_KEY_ENTER
and LINK_PS2_KEYBOARD_KEY_RELEASE
.
Name | Return type | Description |
---|---|---|
isActive() |
bool | Returns whether the library is active or not. |
activate() |
- | Activates the library. |
deactivate() |
- | Deactivates the library. |