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.
Installs into .claude/skills of the current project.
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---
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<ButtonInput<KeyCode>>,
mut windows: Query<&mut Window, With<PrimaryWindow>>,
) {
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<PrimaryWindow>>) {
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.