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# Session Switch
An OpenGamepadUI plugin that adds a **Switch to Steam** button to the power
menu so OpenGamepadUI can return to Steam game mode.
OpenGamepadUI's built-in ChimeraOS platform support adds a "Switch to Desktop"
button but has no way to get back to Steam game mode once you leave it. This
plugin adds the missing round-trip button.
## Features
- Adds a **Switch to Steam** button to the power menu, right above the exit
button.
- Returns to the session that was active before OpenGamepadUI took over, so
your autologin configuration is left untouched.
- Restarts InputPlumber before switching so the gamepad is not left in an
exclusive (blocked) state for Steam.
- No configuration required.
## Requirements
- ChimeraOS or SteamOS with OpenGamepadUI running as an exclusive session.
- Godot 4.4.x on the build machine (the plugin bytecode must match the Godot
version embedded in the OpenGamepadUI release you are targeting).
## Installation
Download the plugin zip and place it in the plugins directory
(`~/.local/share/opengamepadui/plugins`), or build it yourself:
```sh
make dist
```
Then restart OpenGamepadUI. The **Switch to Steam** button appears in the
power menu.
## How it works
- The plugin only activates when the OS session switcher
(`/usr/lib/os-session-select`) is present. On other systems the button is
never added.
- Pressing **Switch to Steam** runs
`os-session-select <return-session>`, where `<return-session>` is the value
ChimeraOS recorded in `~/.config/chimeraos-session-return` before
OpenGamepadUI took over (falling back to `gamescope-session-steam-plus`).
- Before switching, it runs `sudo -n systemctl restart inputplumber`.
ChimeraOS's default sudoers grants passwordless access to exactly this
command, so the switch stays non-interactive. If passwordless sudo for
`systemctl restart inputplumber` is not configured on your system, the
restart is skipped with a warning and the switch still proceeds.
## Compatibility
Tested with OpenGamepadUI v0.40.4 on ChimeraOS. The plugin pins to the
OpenGamepadUI tag it is built against (`OPENGAMEPAD_UI_TAG` in the Makefile)
so the compiled plugin bytecode always matches the running OpenGamepadUI
version.
## License
MIT