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::windowis a platform-agnostic window interface.WindowPluginis part ofDefaultPlugins. - Components:
Windowis the defining component for window entities.PrimaryWindowmarks the primary window. - Mode:
WindowMode,PresentMode,WindowResolution,WindowPositionare enums or structs on that page. - Backend feature:
bevy_winitis the winit window and input backend.x11andwaylandare features. - Close:
exit_on_primary_closedandexit_on_all_closedare named functions.WindowCloseRequestedis 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
[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.
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.
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().
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 for the ownership table.
NEVER
-
Do not pin
/0.20.0/in docs URLs. WHY: links stay onlatest; 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 - Official asset catalog. No third-party crate was selected.
- Examples - Example tree on the
latestbranch. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins. bevy::window-Window,WindowPlugin,PrimaryWindow,WindowMode.
Related Skills
Prerequisites
- bevy-master - Hub and schedules.
- bevy-ecs-composition - Components and systems.
Complements
- bevy-platform-web - Wasm limits.
- bevy-input-handling - Pointer and keyboard.
- godot-platform-desktop - Equivalent Godot skill.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.
