--- name: bevy-platform-desktop description: "Bevy ECS skill for desktop windows. Use when setting the primary window size, present mode, fullscreen, or close behavior. Keywords: Bevy, window, desktop, WindowPlugin, PrimaryWindow, WindowMode." --- # Bevy desktop platform ## When to use Load this when configuring the desktop window, mode, or close behavior. Web and mobile constraints stay on their skills. ## ECS shape - **Module:** `bevy::window` is a platform-agnostic window interface. `WindowPlugin` is part of `DefaultPlugins`. - **Components:** `Window` is the defining component for window entities. `PrimaryWindow` marks the primary window. - **Mode:** `WindowMode`, `PresentMode`, `WindowResolution`, `WindowPosition` are enums or structs on that page. - **Backend feature:** `bevy_winit` is the winit window and input backend. `x11` and `wayland` are features. - **Close:** `exit_on_primary_closed` and `exit_on_all_closed` are named functions. `WindowCloseRequested` is the event. ## Coming from Godot | Godot idea | Bevy idiom | | --- | --- | | Window size | `WindowResolution` on the primary `Window` | | Fullscreen | `WindowMode::BorderlessFullscreen` | | Quit on close | `ExitCondition::OnPrimaryClosed` on `WindowPlugin` | ## Scope `x11` and `wayland` are `bevy` features. The primary window is configured on `WindowPlugin` before the app runs. Runtime mode changes write the `Window` component marked `PrimaryWindow`. ## Examples ```toml [package] name = "desktop" version = "0.1.0" edition = "2021" [dependencies] bevy = "0.20" ``` The primary window is 1280 by 720, vsync, and closes the app when that window closes. ```rust use bevy::window::ExitCondition; use bevy::window::PresentMode; use bevy::window::WindowMode; use bevy::window::WindowResolution; fn main() { App::new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { title: "Desktop".into(), resolution: WindowResolution::new(1280, 720), present_mode: PresentMode::AutoVsync, mode: WindowMode::Windowed, ..default() }), exit_condition: ExitCondition::OnPrimaryClosed, close_when_requested: true, ..default() })) .run(); } ``` F11 flips the primary window between windowed and borderless fullscreen on the current monitor. ```rust use bevy::window::MonitorSelection; use bevy::window::PrimaryWindow; use bevy::window::WindowMode; fn toggle_fullscreen( keys: Res>, mut windows: Query<&mut Window, With>, ) { if !keys.just_pressed(KeyCode::F11) { return; } let Ok(mut window) = windows.single_mut() else { return; }; window.mode = if window.mode == WindowMode::Windowed { WindowMode::BorderlessFullscreen(MonitorSelection::Current) } else { WindowMode::Windowed }; } ``` A second system reads the live resolution. It does not write `Window`, so it can run beside the toggle without `.chain()`. ```rust use bevy::window::PrimaryWindow; fn log_resolution(windows: Query<&Window, With>) { let Ok(window) = windows.single() else { return; }; let width = window.resolution.width(); let height = window.resolution.height(); let _ = (width, height); } ``` ## 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 Godot node script | | 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 Godot DisplayServer or window project-setting names. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - 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 ### Official Documentation - `bevy crate` - API reference and Cargo feature list. - [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. - [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`. - `bevy::window` - `Window`, `WindowPlugin`, `PrimaryWindow`, `WindowMode`. ### 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. #### Complements - [bevy-platform-web](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-platform-web/SKILL.md) - Wasm limits. - [bevy-input-handling](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-input-handling/SKILL.md) - Pointer and keyboard. - [godot-platform-desktop](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-platform-desktop/SKILL.md) - Equivalent Godot skill. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.