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native.cr

native.cr

Crystal Version Android iOS License CI PRs Welcome Discord Shards GitHub Stars

Write real native Android and iOS apps in Crystal — one codebase, compiled to true native code, no JavaScript runtime.

Think of native.cr as React Native, but for Crystal developers. Your app is a compiled binary — fast, small, and dependency-free at runtime.


Why native.cr?

native.cr React Native Flutter
Language Crystal JavaScript / TypeScript Dart
Runtime None (compiled) JavaScriptCore / Hermes Dart VM / AOT
UI layer Real native views via JNI / UIKit FFI Native bridged Custom renderer (Skia / Impeller)
Hot reload ✓ with state
Type safety Compile-time Optional (TS) Compile-time
Memory model No GC pauses GC GC
Binary size Small Large (JS bundle) Medium

Crystal gives you Ruby-like syntax with C-like speed. You write expressive, readable code and the compiler turns it into a native ARM64 binary. No interpreter, no JIT warmup, no garbage-collection pauses mid-animation.

On Android every widget is a real Android SDK View created and controlled through JNI bindings — not a custom renderer. On iOS the same widgets map to UIKit views via FFI. You get the platform's native look, feel, accessibility, and system integration for free.


How it works

graph LR
    A["Your Crystal code\nmain.cr"] -->|crystal build --android| B["ARM64 binary\n+ libnative_cr_engine.so\n+ libnative_cr_android.jar"]
    A -->|crystal build --ios| E["ARM64 binary\n+ UIKit FFI bridge"]
    B --> C["APK / AAB\nReal Android Views\nvia JNI bindings"]
    E --> D["IPA\nReal UIKit views\nvia FFI bindings"]

    style A fill:#1e293b,color:#e2e8f0,stroke:#334155
    style B fill:#7c3aed,color:#fff,stroke:#6d28d9
    style E fill:#7c3aed,color:#fff,stroke:#6d28d9
    style C fill:#16a34a,color:#fff,stroke:#15803d
    style D fill:#0f172a,color:#e2e8f0,stroke:#334155
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Crystal's compiler cross-compiles your code to ARM64.

On Android, the compiled binary links against libnative_cr_engine.so (a thin C entry point) and libnative_cr_android.jar (precompiled Java helper classes). Every widget your Crystal code creates — TextView, Button, LinearLayout — is a real Android SDK View object instantiated through JNI bindings. The framework calls into the Android SDK directly; no custom renderer is involved. The result links into a standard APK.

On iOS, the binary exposes a set of C-callable entry points (crystal_init, crystal_start, crystal_touch_began, etc.) that are called by a thin Swift/Objective-C host. Every widget maps to a real UIKit view via FFI (LibIOS.* calls). The host wraps it all into a standard .xcodeproj that you open in Xcode and submit to the App Store.

On desktop (dev build only), the app runs on SDL + OpenGL for quick iteration without a physical device or emulator.

The result in all cases is a real, store-submittable app that uses the platform's own native view system — not a WebView and not a custom renderer.


Hot reload — how it actually works

This is native.cr's killer development feature. You edit a file, save, and the running app updates in under 2 seconds — without losing your current state (scroll position, form data, counters, etc.).

sequenceDiagram
    participant Dev as Developer
    participant CLI as native.cr CLI
    participant Proc as Running app
    participant FS as File system

    Dev->>FS: Save main.cr
    FS-->>CLI: File changed (inotify / FSEvents)
    CLI->>Proc: SIGUSR1 — serialise state
    Proc->>FS: Write state.json (Preserved fields only)
    CLI->>Proc: Terminate old process
    CLI->>CLI: Recompile (incremental — only changed files)
    CLI->>Proc: Launch new process
    Proc->>FS: Read state.json
    Proc->>Proc: Restore @[Preserve] fields
    Proc->>Proc: Call setup() with restored state
    Proc-->>Dev: App updated — state intact ✓
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The @[Preserve] annotation

Mark any instance variable with @[Preserve] and it survives a reload automatically:

class MyApp < Native::App
  @[Preserve]
  property score : Int32 = 0        # stays at 42 after a reload

  @[Preserve]
  property items : Array(String) = [] of String   # stays populated

  @tab_index : Int32 = 0            # NOT preserved — resets to 0
end

Under the hood, @[Preserve] fields are serialised to JSON before the old process exits and deserialised before setup runs in the new process. Any JSON-serialisable type works: Int32, Float64, String, Bool, Array(T), Hash(String, T).

Start hot reload in development

native.cr reload main.cr
# Watching main.cr — save to reload…
# [12:04:01] Detected change, recompiling…
# [12:04:02] Reloaded in 1.3s — state restored

App lifecycle

stateDiagram-v2
    [*] --> Created: Native::App.start(MyApp)
    Created --> Setup: new instance + restore state
    Setup --> Running: setup() complete → @root rendered
    Running --> Paused: on_pause() — app backgrounded
    Paused --> Running: on_resume() — app foregrounded
    Running --> Destroyed: on_destroy() — process ending
    Destroyed --> [*]

    Running --> Running: touch events\nkey events
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Your app class implements lifecycle hooks:

class MyApp < Native::App
  def setup    : Nil  # required — build the UI, set @root
  def on_pause : Nil  # optional — app going to background
  def on_resume: Nil  # optional — app coming back to foreground
  def on_destroy: Nil # optional — process shutting down
  def on_touch_began(x : Float32, y : Float32)  : Nil  # optional
  def on_touch_moved(x : Float32, y : Float32)  : Nil  # optional
  def on_touch_ended(x : Float32, y : Float32)  : Nil  # optional
end

Quick look

A complete counter app — persistent storage, hot-reload-safe state:

require "native"

class CounterApp < Native::App
  @[Preserve]
  property count : Int32 = 0

  @prefs = Native::Storage::Preferences.new("app")

  def setup
    set_background_color(240, 240, 245)

    # Restore count from previous session
    @count = @prefs.get_int("count", default: 0)

    @label = Native::UI::TextView.new("Taps: #{@count}")
    @label.text_size = 28
    @label.center_horizontal

    btn = Native::UI::Button.new("Tap Me")
    btn.width            = 180
    btn.height           = 52
    btn.background_color = Native::Math::Color.from_hex(0x007AFF)
    btn.text_color       = Native::Math::Color.white
    btn.on_click {
      @count += 1
      @prefs.set("count", @count)
      @label.text = "Taps: #{@count}"
    }

    layout = Native::UI::LinearLayout.new
    layout.orientation = Native::UI::LinearLayout::Orientation::Vertical
    layout.gravity     = Native::UI::LinearLayout::Gravity::Center
    layout.addView(@label)
    layout.addView(btn)
    @root = layout
  end

  def on_pause
    @prefs.set("count", @count)   # flush to disk when backgrounded
  end
end

Native::App.start(CounterApp)

Key points:

  • setup is the only method you must implement
  • Assign @root to show your UI
  • @[Preserve] keeps @count alive during hot reload
  • Native::Storage::Preferences keeps it alive across full restarts

UI widget tree

native.cr uses a tree of widgets composed in setup. The tree is rendered by the platform's native graphics pipeline.

graph TD
    Root["LinearLayout (vertical)\n@root"] --> Row["LinearLayout (horizontal)"]
    Root --> Scroll["ScrollView"]
    Row --> Img["ImageView\nlogo.png"]
    Row --> Title["TextView\n'My App'"]
    Scroll --> List["RecyclerView\n@items"]
    List --> Card1["CardView\nItem 1"]
    List --> Card2["CardView\nItem 2"]
    List --> CardN["CardView\nItem N"]

    style Root fill:#7c3aed,color:#fff,stroke:#6d28d9
    style Row fill:#1d4ed8,color:#fff,stroke:#1e40af
    style Scroll fill:#1d4ed8,color:#fff,stroke:#1e40af
    style Img fill:#0f766e,color:#fff,stroke:#0d6466
    style Title fill:#0f766e,color:#fff,stroke:#0d6466
    style List fill:#0f766e,color:#fff,stroke:#0d6466
    style Card1 fill:#374151,color:#e5e7eb,stroke:#4b5563
    style Card2 fill:#374151,color:#e5e7eb,stroke:#4b5563
    style CardN fill:#374151,color:#e5e7eb,stroke:#4b5563
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Platform support

Platform Min version CPU target UI layer Status
Android 7.0+ (API 24) ARM64 Real Android Views via JNI ✅ Stable
iOS 11+ ARM64 Real UIKit views via FFI ✅ Stable
Desktop (dev) x86_64 / ARM64 SDL + OpenGL (dev only) ✅ Dev only
Windows 🗺 Roadmap
Linux 🗺 Roadmap
WebAssembly 🗺 Roadmap

Platform-specific branches use Crystal's compile-time flags:

{% if flag?(:native_android) %}
  # Android-only code
{% elsif flag?(:native_ios) %}
  # iOS-only code
{% else %}
  # Desktop dev build
{% end %}

What's included

mindmap
  root((native.cr))
    UI
      TextView
      Button
      ImageView
      LinearLayout
      ScrollView
      RecyclerView
      EditText
      CardView
      Checkbox
      Switch
      SeekBar
      WebView
    Data
      Preferences
      FileStorage
    Network
      HTTP Client
      WebSocket
      Streaming
    Device
      Permissions
      Notifications
      Location / GPS
      Sensors
      Camera
      Audio
      Video
    Commerce
      In-App Purchases
      Subscriptions
    Engine
      Animations
      Gestures
      Navigation
      Dialogs
      Game Loop
      Math Utils
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Module What you get
UI TextView, Button, ImageView, LinearLayout, ScrollView, RecyclerView, EditText, CardView, Checkbox, Switch, SeekBar, RadioButton, Spinner, WebView
Networking HTTPClient with base URL, WebSocket, streaming, request builder
Storage Preferences (key-value) and FileStorage (Documents, Cache, Temporary)
Permissions Unified permission API for camera, mic, location, notifications, storage, contacts
Notifications Local push, scheduling, daily repeating reminders, channels, badge numbers
Location GPS + network location, accuracy control, distance calculation (Haversine)
Sensors Accelerometer, gyroscope, magnetometer, light, proximity, pressure, temperature, humidity
Camera Live preview, front/back, flash modes, photo capture (Bytes), video recording
Audio Sound (SFX), MusicPlayer (streaming), AudioRecorder, AudioMixer
Video VideoPlayer (a View subclass), seek, loop, volume, scale types
Payments In-app purchases and subscriptions (Google Play Billing + StoreKit), restore
Animations Tweens, easing curves, animation sequences
Gestures Tap, long press, pan, pinch, rotation, swipe
Navigation Screen stack with transitions
Dialogs Alert, confirmation, toast, loading, action sheet
Game loop Fixed, variable, and adaptive update modes
Math Vector2, Vector3, Rect, Matrix3, Color

Installation

Prerequisites

Tool Why Install
Crystal 1.20+ The language crystal-lang.org/install
Android NDK r25+ Android cross-compilation developer.android.com/ndk
Xcode 14+ iOS builds (macOS only) Mac App Store

Step 1 — install the CLI

git clone https://github.com/slick-lab/native.cr
cd native.cr
make install

Step 2 — verify your toolchain

native.cr --version
# Native 0.1.3

native.cr doctor
# ✓ Crystal 1.20.1
# ✓ Android NDK r25c
# ✓ Xcode 14.3

Step 3 — add to a Crystal project

# shard.yml
dependencies:
  native:
    github: slick-lab/native.cr
shards install

Getting started in 4 commands

native.cr create MyApp   # scaffold a new project
cd MyApp
native.cr doctor         # verify prerequisites
native.cr reload main.cr # start hot-reload development

Then, when you're ready to ship:

native.cr build --android   # → build/MyApp.apk
native.cr build --ios       # → build/MyApp.xcodeproj (open in Xcode)

See the full Getting Started guide →


Project layout

MyApp/
├── main.cr          ← entry point — your Native::App subclass
├── shard.yml        ← dependencies (native.cr + any other shards)
├── assets/
│   ├── images/      ← .png, .jpg, .svg
│   ├── sounds/      ← .wav, .mp3
│   └── fonts/       ← .ttf, .otf
└── src/             ← optional: split code across files
    ├── screens/
    └── components/

The native.cr library itself:

src/native/
├── app.cr               ← Native::App base class
├── framework/
│   ├── ui/              ← all widget classes
│   ├── media/           ← camera, audio, video
│   ├── network.cr
│   ├── storage.cr
│   ├── permissions.cr
│   ├── notifications.cr
│   ├── location.cr
│   ├── sensors.cr
│   ├── payment.cr
│   └── …
├── engine/
│   ├── android/         ← OpenGL ES + JNI bridge
│   └── ios/             ← Metal + Objective-C bridge
└── cli/                 ← create, build, reload, doctor

Documentation

Every module has a beginner-friendly guide in docs/:

Guide What it covers
Getting Started Install, create, run your first app
App Lifecycle Native::App, setup, callbacks, @[Preserve]
UI Components Every widget with full examples
Networking HTTP requests, WebSockets, streaming
Storage Preferences and FileStorage
Permissions Camera, location, microphone, and more
Notifications Local push, scheduling, daily reminders
Location GPS, accuracy modes, distance maths
Sensors Accelerometer, gyroscope, and all others
Camera Preview, photo capture, video recording
Audio Sound effects, music, microphone recording
Video Embedded video playback
Payments In-app purchases and subscriptions

Examples

The examples/ folder has runnable apps you can clone and run immediately:

Example What it shows
examples/basic_app/ Counter, form inputs, persistent storage
examples/camera_app/ Camera preview, photo capture, image display

Changelog

v0.1.3 — current

  • In-app purchases via Google Play Billing + StoreKit
  • VideoPlayer widget (subclass of View)
  • Gesture recognisers (tap, long press, pan, pinch, swipe)
  • Navigation stack with transitions
  • AudioMixer for global volume control

v0.1.0 — 2026-06-02

  • Android engine (OpenGL ES 2.0) + iOS engine (Metal)
  • Full UI widget set
  • HTTP client, WebSocket, streaming
  • Storage, Sensors, Location, Camera, Audio, Notifications, Permissions
  • Hot reload with @[Preserve] state preservation
  • CLI: create, build, reload, doctor

Full history → Changelog.md


Roadmap

  • WebSocket reconnection + backoff
  • Maps integration (Google Maps / Apple Maps)
  • QR code scanning
  • Particle system
  • Shader support (custom GLSL / Metal)
  • Charts and graphs
  • Remote push notifications (APNs / FCM)
  • OTA updates over the air
  • Hot reload on physical devices (currently emulator/simulator)
  • Windows desktop support
  • Linux desktop support
  • WebAssembly target

Requirements

Requirement Minimum version
Crystal 1.20+
Android NDK r25+
Xcode 14+
Android min SDK API 24 (Android 7.0)
iOS minimum iOS 11

Contributing

Contributions are welcome. Please read CONTRIBUTING.md before opening a PR.

git clone https://github.com/slick-lab/native.cr
cd native.cr
make build    # compile the CLI
make test     # run the test suite
make format   # run crystal format

Commit message format: type(scope): description Types: feat, fix, docs, refactor, perf, test, chore


Community

💬 Discord https://discord.gg/nativecr
🐛 Issues https://github.com/slick-lab/native.cr/issues
🌐 Homepage https://slick-lab.github.io/native.cr
📧 Email [email protected]

License

MIT — see LICENSE for details.

About

React Native, but for Crystal developers. Write mobile apps in Crystal. Compile directly to native ARM64 code. No JavaScript bridge. No interpreter. Just Crystal talking to Android and iOS through raw FFI.

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