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Source-crafter

A platform-agnostic, AI-friendly way to build UIs. Describe the interface in YAML, let the engine render it on the browser, Android, iOS, or terminal — same source, native output on every surface.

What source-crafter covers

Every UI product is a mix of three concerns. Source-crafter takes the two big ones off your plate and gives you a clean surface for the third.

flowchart TD
    UI([UI work in a typical product])

    UI --> R["<b>Component Rendering + Layout</b><br/>50%"]
    UI --> B["<b>Business Logic</b><br/>25%"]
    UI --> F["<b>Flow + Transition</b><br/>25%"]

    R --> R1[Modularization]
    R --> R2[Layout System]
    R --> R3[Styling & States]

    B --> B1[Data Integration]
    B --> B2[State & Binding]
    B --> B3[Handlers & Actions]

    F --> F1[Navigation]
    F --> F2[Page Flow]
    F --> F3[Transitions]
    F --> F4[Animations]

    classDef area fill:#1f3a1f,stroke:#4ade80,color:#e5e7eb,font-weight:bold
    classDef leaf fill:#3a1f1f,stroke:#f87171,color:#fde68a
    class R,B,F area
    class R1,R2,R3,B1,B2,B3,F1,F2,F3,F4 leaf
Loading

Component Rendering + Layout (50%) and Flow + Transition (25%) are what the engine owns. You describe them in YAML — the engine parses, validates, lays out, and drives the platform adapter. Business Logic (25%) stays yours: you write providers to fetch data and handlers to run business rules, the engine wires them in by name.

Net effect: the mechanical 75% of a typical UI shrinks to a folder of YAML files, and the 25% that's actually your product stays in code you control.

Documentation

Three docs, read in this order:

  • docs/philosophy.md — why this exists, who it's for, what's in scope and what isn't.
  • docs/design.md — how it works under the hood: YAML → Rust engine → render plan → platform adapter → native UI.
  • docs/roadmap.md — where it's going: POC → MVP → Enhancements → Moderation, with concrete checkpoints.

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