skills/thedivergentai/gd-agentic-skills/godot-platform-desktop

godot-platform-desktop

Installation
SKILL.md

Platform: Desktop

Settings flexibility, window management, and kb/mouse precision define desktop gaming.

NEVER Do (Expert Desktop Rules)

Window & Display

  • NEVER hardcode resolution or fullscreen modes — A 1920x1080 fullscreen on a 4K monitor is blurry. Always provide a settings menu with a resolution dropdown and a mode toggle.
  • NEVER ignore DPI scale factors — Manually centering windows without DisplayServer.screen_get_scale() results in incorrect positioning on HiDPI displays.
  • NEVER skip a borderless window option — Exclusive fullscreen can break multi-monitor focus. Offer WINDOW_MODE_FULLSCREEN (borderless).

Input & Persistence

  • NEVER use keycode for movement rebinds — Use physical_keycode to ensure WASD works correctly across international keyboard layouts (AZERTY/Dvorak).
  • NEVER save settings or user data to res:// — Filesystem is read-only in exported releases. Always use user://.
  • NEVER skip NOTIFICATION_WM_CLOSE_REQUEST — Failing to handle quit signals causes data loss. Intercept and flush and ConfigFile data before get_tree().quit().

Performance & Integration

  • NEVER run utility tools at max framerate — Enable OS.low_processor_usage_mode to prevent high GPU heat in static desktop apps.
  • NEVER call proprietary SDKs (Steam/Epic) directly — Always wrap in Engine.has_singleton() to prevent crashes in non-store builds.
  • NEVER block the main thread with massive I/O — Deserializing 100MB+ configs stalls the engine. Offload to WorkerThreadPool.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

desktop_window_manager.gd

Expert DPI-aware multi-monitor window positioning using DisplayServer.

desktop_settings_persistent.gd

Production settings persistence using ConfigFile for persistent INI data.

physical_input_rebinder.gd

Expert positional rebind system using physical_keycode for AZERTY/Dvorak.

platform_sdk_wrapper.gd

Safe PC SDK singleton wrapper (Steamworks/Epic) with crash guards.

native_dialog_helper.gd

Expert native OS file dialogs and system alerts logic.

secondary_window_spawner.gd

True multi-window management for secondary Viewports/Windows.

graceful_shutdown_handler.gd

Safe close-request interceptor for data flushing and exit guards.

low_processor_eco_mode.gd

Eco mode optimization for desktop tools and launchers.

desktop_performance_monitor.gd

OS-level hardware detection for dynamic graphics presets.

native_shell_executor.gd

Expert native shell command execution and output capture.


# settings.gd
extends Control

func _ready() -> void:
    load_settings()
    apply_settings()

func load_settings() -> void:
    var config := ConfigFile.new()
    config.load("user://settings.cfg")
    
    $Graphics/ResolutionDropdown.selected = config.get_value("graphics", "resolution", 0)
    $Graphics/FullscreenCheck.button_pressed = config.get_value("graphics", "fullscreen", false)
    $Audio/MasterSlider.value = config.get_value("audio", "master_volume", 1.0)

func save_settings() -> void:
    var config := ConfigFile.new()
    config.set_value("graphics", "resolution", $Graphics/ResolutionDropdown.selected)
    config.set_value("graphics", "fullscreen", $Graphics/FullscreenCheck.button_pressed)
    config.set_value("audio", "master_volume", $Audio/MasterSlider.value)
    config.save("user://settings.cfg")

func apply_settings() -> void:
    # Resolution
    var resolutions := [Vector2i(1920, 1080), Vector2i(2560, 1440), Vector2i(3840, 2160)]
    var resolution := resolutions[$Graphics/ResolutionDropdown.selected]
    get_window().size = resolution
    
    # Fullscreen
    if $Graphics/FullscreenCheck.button_pressed:
        DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
    else:
        DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
    
    # Audio
    AudioServer.set_bus_volume_db(0, linear_to_db($Audio/MasterSlider.value))

Keyboard Remapping

# Allow players to rebind keys
func rebind_action(action: String, new_key: Key) -> void:
    # Remove existing
    InputMap.action_erase_events(action)
    
    # Add new
    var event := InputEventKey.new()
    event.keycode = new_key
    InputMap.action_add_event(action, event)
    
    # Save
    save_input_map()

Window Management

# Toggle fullscreen
func toggle_fullscreen() -> void:
    if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
        DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
    else:
        DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)

Steam Integration (if using)

# Using GodotSteam plugin
var steam_id: int

func _ready() -> void:
    if Steam.isSteamRunning():
        steam_id = Steam.getSteamID()
        Steam.achievement_progress.connect(_on_achievement_progress)

func unlock_achievement(name: String) -> void:
    Steam.setAchievement(name)
    Steam.storeStats()

Best Practices

  1. Settings - Extensive graphics/audio options
  2. Keybinds - Allow remapping
  3. Alt+F4 - Support quit shortcuts
  4. Save Location - Use user:// directory

Reference

  • Related: godot-export-builds, godot-save-load-systems

Related

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