--- name: bevy-adapt-mobile-to-desktop description: "Bevy ECS skill for adapting a Bevy mobile game to desktop. Keywords: Bevy, desktop, mouse, keyboard, adapt, window." --- # Bevy adapt mobile to desktop ## When to use Load this when a touch-first game gains a window, mouse, and keyboard. Window setup is bevy-platform-desktop. ## ECS shape - **Window:** `Window`, `WindowMode`, and `PrimaryWindow`. - **Input:** keyboard, mouse, and gamepad features are named on the crate page and already used by bevy-input-handling. - **Pointer:** `CursorOptions` on the primary window. `CursorGrabMode::None`, `Confined`, or `Locked`. ## Desktop choices | Need | Bevy idiom | | --- | --- | | On-screen buttons | Keyboard and mouse via bevy-input-handling, writing the same intent component. | | Wider layout | A wider `WindowResolution` on the primary `Window`. | | Pointer lock | `CursorOptions.grab_mode = CursorGrabMode::Locked` and `visible = false`. | ## Scope - Keyboard and mouse write a `MoveIntent` component. Touch buttons can keep writing that same component. - Window mode, resolution, present mode, and cursor grab live on the primary window entity. ## Examples ```toml [package] name = "desktop_port" version = "0.1.0" edition = "2021" [dependencies] bevy = "0.20" ``` Open a windowed 1920x1080 view and lock the pointer while aiming. ```rust use bevy::window::{ CursorGrabMode, CursorOptions, MonitorSelection, PresentMode, PrimaryWindow, WindowMode, WindowResolution, }; fn desktop_window(mut windows: Query<&mut Window, With>) { for mut window in &mut windows { window.mode = WindowMode::Windowed; window.resolution = WindowResolution::new(1920, 1080); window.title = "Desktop".to_string(); window.present_mode = PresentMode::AutoVsync; } } fn unlock_framerate(mut windows: Query<&mut Window, With>) { for mut window in &mut windows { window.present_mode = PresentMode::AutoNoVsync; } } fn borderless(mut windows: Query<&mut Window, With>) { for mut window in &mut windows { window.mode = WindowMode::BorderlessFullscreen(MonitorSelection::Current); } } #[derive(Component)] struct Aiming; fn grab_cursor( mut cursors: Query<&mut CursorOptions, With>, aiming: Query<(), With>, ) { let locked = !aiming.is_empty(); for mut cursor in &mut cursors { cursor.visible = !locked; cursor.grab_mode = if locked { CursorGrabMode::Locked } else { CursorGrabMode::None }; } } ``` WASD replaces on-screen sticks. The gameplay system reads `MoveIntent`, not the key codes. ```rust use bevy::window::{MonitorSelection, PrimaryWindow, VideoModeSelection, WindowMode}; #[derive(Component, Default)] struct MoveIntent(Vec2); fn read_wasd(keys: Res>, mut intents: Query<&mut MoveIntent>) { let mut dir = Vec2::ZERO; if keys.pressed(KeyCode::KeyA) { dir.x -= 1.0; } if keys.pressed(KeyCode::KeyD) { dir.x += 1.0; } if keys.pressed(KeyCode::KeyW) { dir.y += 1.0; } if keys.pressed(KeyCode::KeyS) { dir.y -= 1.0; } for mut intent in &mut intents { intent.0 = dir; } } fn toggle_fullscreen( keys: Res>, mut windows: Query<&mut Window, With>, ) { if !keys.just_pressed(KeyCode::F11) { return; } for mut window in &mut windows { window.mode = match window.mode { WindowMode::Windowed => { WindowMode::Fullscreen(MonitorSelection::Primary, VideoModeSelection::Current) } _ => WindowMode::Windowed, }; } } ``` Captured look uses the frame's summed motion. ```rust use bevy::input::mouse::AccumulatedMouseMotion; #[derive(Component)] struct LookRig; fn apply_look( motion: Res, mut rigs: Query<&mut Transform, With>, ) { for mut transform in &mut rigs { transform.rotate_y(-motion.delta.x * 0.002); } } pub struct LookPlugin; impl Plugin for LookPlugin { fn build(&self, app: &mut App) { app.add_systems(Update, apply_look); } } ``` ## Expert Knowledge Delta Target: **Bevy 0.20+**. Core ECS types: `Component`, `Resource`, `Query`, `Commands`, `Startup`, `Update`, `Fixed` / `FixedMain` (`bevy::time`), `.chain()`, `Plugin`, `DefaultPlugins`, `MinimalPlugins`. Messages and observers are an ownership slot. See `bevy-events-messaging` for their APIs. Systems run in parallel unless `.chain()` orders the ones that conflict. ### Who owns state | Piece | Owner | Who may mutate | Schedule | | --- | --- | --- | --- | | Data on one entity | `Component` | One system via `Query` | `Update` or `FixedMain` | | One value for the whole app | `Resource` | One system | `Startup` to insert, then the schedule that reads it | | Spawn | `Commands` | The spawning system | `Startup` for the initial world; later schedules for runtime spawn | | Order that must not race | `.chain()` | The chained systems only | Same schedule | | Plugin boundary | `Plugin` | `build` registers systems and resources | Before the app runs | Borrow rule: two systems that both mutably query the same component must be ordered (`.chain()`) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API. ### Decision | If you need | Do this | Do not | | --- | --- | --- | | Per-entity data | `Component` + `Query` | A value stored off the entity | | App-wide config or clock | `Resource` | Copy the value onto every entity | | Stable simulation step | `FixedMain` and the `Fixed` clock | Tie simulation to raw frame `Update` | | Startup spawn | `Commands` in `Startup` | Spawn from a render system | | Cross-system notice that is not shared state | Message or observer slot in `bevy-events-messaging` | A new event type invented in this file | | An API outside the documented set | Check the official docs first | A made-up crate or API | Load [references/ecs-ownership.md](references/ecs-ownership.md) for the ownership table. ## NEVER - Do not pin `/0.20.0/` in docs URLs. WHY: links stay on `latest`; the 0.20 target is stated once in prose. - Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless `.chain()` orders them. - Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules. - No second input path that bypasses `MoveIntent`. WHY: keyboard, mouse, and touch must write the same component so gameplay stays device-agnostic. - No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. ## Reference The library pin on bevy-master stays **0.20.0**. Permalinks stay unversioned. ### Official Documentation - [Assets](https://bevy.org/assets/) - Official asset catalog. No third-party crate was selected. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. - [Window examples](https://github.com/bevyengine/bevy/tree/latest/examples/window) - `WindowMode`, present mode, and pointer grab. - [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`. - [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Hub and schedules. - [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Components and systems. - [bevy-platform-desktop](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-platform-desktop/SKILL.md) - Window. - [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Keyboard, mouse, gamepad. #### Complements - [bevy-adapt-desktop-to-mobile](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-adapt-desktop-to-mobile/SKILL.md) - The reverse adapt. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.