glimmer-dsl-gtk VS glimmer-dsl-libui

Compare glimmer-dsl-gtk vs glimmer-dsl-libui and see what are their differences.

glimmer-dsl-gtk

Glimmer DSL for GTK - Ruby-GNOME Desktop Development GUI Library (by AndyObtiva)

glimmer-dsl-libui

Glimmer DSL for LibUI - Prerequisite-Free Ruby Desktop Development Cross-Platform Native GUI Library - The Quickest Way From Zero To GUI - If You Liked Shoes, You'll Love Glimmer! - No need to pre-install any prerequisites. Just install the gem and have platform-independent GUI that just works on Mac, Windows, and Linux. (by AndyObtiva)
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glimmer-dsl-gtk glimmer-dsl-libui
3 21
19 438
- -
2.3 8.0
10 months ago 20 days ago
Ruby Ruby
GNU Lesser General Public License v3.0 only MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

glimmer-dsl-gtk

Posts with mentions or reviews of glimmer-dsl-gtk. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-02-04.
  • 2021 Was The Year of The Ruby Desktop!!!
    11 projects | dev.to | 4 Feb 2022
    Glimmer DSL for GTK (Ruby-GNOME Desktop Development GUI Library)
  • Glimmer DSL for GTK Tetris + Cairo Tutorial Inspired by Mohit Sindhwani
    3 projects | dev.to | 30 Jan 2022
    # From: https://github.com/AndyObtiva/glimmer-dsl-gtk#tetris require 'glimmer-dsl-gtk' require_relative 'tetris/model/game' class Tetris include Glimmer BLOCK_SIZE = 25 BEVEL_CONSTANT = 20 COLOR_GRAY = [192, 192, 192] def initialize @game = Model::Game.new end def launch create_gui register_observers @game.start! @main_window.show end def create_gui @main_window = window { title 'Glimmer Tetris' default_size Model::Game::PLAYFIELD_WIDTH * BLOCK_SIZE, Model::Game::PLAYFIELD_HEIGHT * BLOCK_SIZE # + 98 box(:vertical) { tetris_menu_bar box(:horizontal) { @playfield_blocks = playfield(playfield_width: @game.playfield_width, playfield_height: @game.playfield_height, block_size: BLOCK_SIZE) score_board } } on(:key_press_event) do |widget, key_event| case key_event.keyval when 65364 # down arrow @game.down! when 32 # space @game.down!(instant: true) when 65362 # up arrow case @game.up_arrow_action when :instant_down @game.down!(instant: true) when :rotate_right @game.rotate!(:right) when :rotate_left @game.rotate!(:left) end when 65361 # left arrow @game.left! when 65363 # right arrow @game.right! when 65506 # right shift @game.rotate!(:right) when 65505 # left shift @game.rotate!(:left) else # Do Nothing end end } end def register_observers observe(@game, :game_over) do |game_over| if game_over show_game_over_dialog else start_moving_tetrominos_down end end @game.playfield_height.times do |row| @game.playfield_width.times do |column| observe(@game.playfield[row][column], :color) do |new_color| color = new_color block = @playfield_blocks[row][column] block[:background_square].fill = color block[:top_bevel_edge].fill = [color[0] + 4*BEVEL_CONSTANT, color[1] + 4*BEVEL_CONSTANT, color[2] + 4*BEVEL_CONSTANT] block[:right_bevel_edge].fill = [color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT] block[:bottom_bevel_edge].fill = [color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT] block[:left_bevel_edge].fill = [color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT] block[:border_square].stroke = new_color == Model::Block::COLOR_CLEAR ? COLOR_GRAY : color block[:drawing_area].queue_draw false end end end Model::Game::PREVIEW_PLAYFIELD_HEIGHT.times do |row| Model::Game::PREVIEW_PLAYFIELD_WIDTH.times do |column| observe(@game.preview_playfield[row][column], :color) do |new_color| color = new_color block = @preview_playfield_blocks[row][column] block[:background_square].fill = color block[:top_bevel_edge].fill = [color[0] + 4*BEVEL_CONSTANT, color[1] + 4*BEVEL_CONSTANT, color[2] + 4*BEVEL_CONSTANT] block[:right_bevel_edge].fill = [color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT] block[:bottom_bevel_edge].fill = [color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT] block[:left_bevel_edge].fill = [color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT] block[:border_square].stroke = new_color == Model::Block::COLOR_CLEAR ? COLOR_GRAY : color block[:drawing_area].queue_draw end end end observe(@game, :score) do |new_score| @score_label.text = new_score.to_s end observe(@game, :lines) do |new_lines| @lines_label.text = new_lines.to_s end observe(@game, :level) do |new_level| @level_label.text = new_level.to_s end end def tetris_menu_bar menu_bar { menu_item(label: 'Game') { |mi| m = menu { check_menu_item(label: 'Pause') { on(:activate) do @game.paused = [email protected]? end } menu_item(label: 'Restart') { on(:activate) do @game.restart! end } separator_menu_item menu_item(label: 'Exit') { on(:activate) do @main_window.close end } } mi.submenu = m.gtk } menu_item(label: 'View') { |mi| m = menu { menu_item(label: 'Show High Scores') { on(:activate) do show_high_score_dialog end } menu_item(label: 'Clear High Scores') { on(:activate) do @game.clear_high_scores! end } } mi.submenu = m.gtk } menu_item(label: 'Options') { |mi| m = menu { rmi = radio_menu_item(nil, 'Instant Down on Up') { on(:activate) do @game.instant_down_on_up! end } default_rmi = radio_menu_item(rmi.group, 'Rotate Right on Up') { on(:activate) do @game.rotate_right_on_up! end } default_rmi.activate radio_menu_item(rmi.group, 'Rotate Left on Up') { on(:activate) do @game.rotate_left_on_up! end } } mi.submenu = m.gtk } menu_item(label: 'Options') { |mi| m = menu { menu_item(label: 'About') { on(:activate) do show_about_dialog end } } mi.submenu = m.gtk } } end def score_board box(:vertical) { label @preview_playfield_blocks = playfield(playfield_width: Model::Game::PREVIEW_PLAYFIELD_WIDTH, playfield_height: Model::Game::PREVIEW_PLAYFIELD_HEIGHT, block_size: BLOCK_SIZE) label label('Score') @score_label = label label label('Lines') @lines_label = label label label('Level') @level_label = label label } end def playfield(playfield_width: , playfield_height: , block_size: , &extra_content) blocks = [] box(:vertical) { playfield_height.times.map do |row| blocks << [] box(:horizontal) { playfield_width.times.map do |column| blocks.last << block(row: row, column: column, block_size: block_size) end } end extra_content&.call } blocks end def block(row: , column: , block_size: , &extra_content) block = {} bevel_pixel_size = 0.16 * block_size.to_f color = Model::Block::COLOR_CLEAR block[:drawing_area] = drawing_area { size_request block_size, block_size block[:background_square] = square(0, 0, block_size) { fill *color } block[:top_bevel_edge] = polygon(0, 0, block_size, 0, block_size - bevel_pixel_size, bevel_pixel_size, bevel_pixel_size, bevel_pixel_size) { fill color[0] + 4*BEVEL_CONSTANT, color[1] + 4*BEVEL_CONSTANT, color[2] + 4*BEVEL_CONSTANT } block[:right_bevel_edge] = polygon(block_size, 0, block_size - bevel_pixel_size, bevel_pixel_size, block_size - bevel_pixel_size, block_size - bevel_pixel_size, block_size, block_size) { fill color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT } block[:bottom_bevel_edge] = polygon(block_size, block_size, 0, block_size, bevel_pixel_size, block_size - bevel_pixel_size, block_size - bevel_pixel_size, block_size - bevel_pixel_size) { fill color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT } block[:left_bevel_edge] = polygon(0, 0, 0, block_size, bevel_pixel_size, block_size - bevel_pixel_size, bevel_pixel_size, bevel_pixel_size) { fill color[0] - BEVEL_CONSTANT, color[1] - BEVEL_CONSTANT, color[2] - BEVEL_CONSTANT } block[:border_square] = square(0, 0, block_size) { stroke *COLOR_GRAY } extra_content&.call } block end def start_moving_tetrominos_down unless @tetrominos_start_moving_down @tetrominos_start_moving_down = true GLib::Timeout.add(@game.delay*1000) do @game.down! if [email protected]_over? && [email protected]? true end end end def show_game_over_dialog message_dialog(@main_window) { |md| title 'Game Over!' text "Score: #{@game.high_scores.first.score}\nLines: #{@game.high_scores.first.lines}\nLevel: #{@game.high_scores.first.level}" on(:response) do md.destroy end }.show @game.restart! false end def show_high_score_dialog game_paused = [email protected] @game.paused = true if @game.high_scores.empty? high_scores_string = "No games have been scored yet." else high_scores_string = @game.high_scores.map do |high_score| "#{high_score.name} | Score: #{high_score.score} | Lines: #{high_score.lines} | Level: #{high_score.level}" end.join("\n") end message_dialog(@main_window) { |md| title 'High Scores' text high_scores_string on(:response) do md.destroy end }.show @game.paused = game_paused end def show_about_dialog message_dialog(@main_window) { |md| title 'About' text "Glimmer Tetris\n\nGlimmer DSL for GTK\n\nElaborate Sample\n\nCopyright (c) 2021-2022 Andy Maleh" on(:response) do md.destroy end }.show end end Tetris.new.launch
  • Glimmer DSL for GTK
    9 projects | dev.to | 5 Nov 2021
    Yes, I've done it! I built an entire Glimmer DSL in one day! I built Glimmer DSL for GTK after receiving an issue request for it on the Glimmer project page on GitHub!

glimmer-dsl-libui

Posts with mentions or reviews of glimmer-dsl-libui. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-23.
  • Shoes makes building little graphical programs for Mac, Windows, Linux simple
    13 projects | news.ycombinator.com | 23 Feb 2024
    glimmer-dsl-libui is a more actively maintained alternative

    https://github.com/AndyObtiva/glimmer-dsl-libui

  • The Quest for the Ultimate GUI Framework
    4 projects | /r/programming | 22 Apr 2023
  • Rubio-Radio Currently Playing Song & Full-Text Search
    2 projects | dev.to | 30 Aug 2022
    Another GitHub Pull Request for Rubio-Radio (open-source Internet radio app built with Ruby) got accepted and merged, which focused on displaying the currently playing song/program, loading all available radio stations (instead of a pre-defined limit), and enhanced full-text-search support including column-specific queries. The changes have been released in rubio-radio gem version 0.0.6. In fact, the enhanced full-text-search support is included in the latest version of Glimmer DSL for LibUI (Ruby Desktop Development GUI Library used to build Rubio-Radio) as part of the refined_table custom control for use in any projects, so software engineers get that feature for free now.
  • _why's Estate
    5 projects | /r/programming | 19 Aug 2022
  • Rubio-Radio Bookmarking & Async Gradual Fetching
    2 projects | dev.to | 17 Aug 2022
    Recently, I blogged about how I contributed Pagination/Filtering support to Rubio-Radio, an Internet radio application built with Ruby and Glimmer DSL for LibUI.
  • New Glimmer DSL for LibUI Apps: RubyCrumbler and Rubio-Radio
    4 projects | dev.to | 25 Jun 2022
    I am particularly impressed by the fact that the developers of those apps fully went the distance by walking the walk, not just talking the talk, especially given that the developers of the first app (RubyCrumbler) were brand new to Glimmer DSL for LibUI and had to exercise great problem solving skills to finish their app on time for their needs.
  • Glimmer DSL for LibUI 0.5.10 - Shape Listeners
    2 projects | dev.to | 14 May 2022
    # From: https://github.com/AndyObtiva/glimmer-dsl-libui#shape-coloring require 'glimmer-dsl-libui' class ShapeColoring include Glimmer::LibUI::Application COLOR_SELECTION = Glimmer::LibUI.interpret_color(:red) before_body { @shapes = [] } body { window('Shape Coloring', 200, 200) { margined false grid { label("Click a shape to select and\nchange color via color button") { left 0 top 0 hexpand true halign :center vexpand false } color_button { |cb| left 0 top 1 hexpand true vexpand false on_changed do @selected_shape&.fill = cb.color end } area { left 0 top 2 hexpand true vexpand true rectangle(0, 0, 600, 400) { # background shape fill :white } @shapes << colorable(:rectangle, 20, 20, 40, 20) { |shape| fill :lime } @shapes << colorable(:square, 80, 20, 20) { |shape| fill :blue } @shapes << colorable(:circle, 75, 70, 20, 20) { |shape| fill :green } @shapes << colorable(:arc, 120, 70, 40, 0, 145) { |shape| fill :orange } @shapes << colorable(:polygon, 120, 10, 120, 50, 150, 10, 150, 50) { fill :cyan } @shapes << colorable(:polybezier, 20, 40, 30, 100, 50, 80, 80, 110, 40, 120, 20, 120, 30, 91) { fill :pink } } } } } def colorable(shape_symbol, *args, &content) send(shape_symbol, *args) do |shape| on_mouse_up do |area_mouse_event| old_stroke = Glimmer::LibUI.interpret_color(shape.stroke).slice(:r, :g, :b) @shapes.each {|sh| sh.stroke = nil} @selected_shape = nil unless old_stroke == COLOR_SELECTION shape.stroke = COLOR_SELECTION.merge(thickness: 2) @selected_shape = shape end end content.call(shape) end end end ShapeColoring.launch
  • Glimmer DSL for LibUI Code Area (Ruby Tooling Future)
    2 projects | dev.to | 26 Mar 2022
    # From: https://github.com/AndyObtiva/glimmer-dsl-libui#class-based-custom-controls require 'glimmer-dsl-libui' require 'facets' Address = Struct.new(:street, :p_o_box, :city, :state, :zip_code) class FormField include Glimmer::LibUI::CustomControl options :model, :attribute body { entry { |e| label attribute.to_s.underscore.split('_').map(&:capitalize).join(' ') text <=> [model, attribute] } } end class AddressForm include Glimmer::LibUI::CustomControl options :address body { form { form_field(model: address, attribute: :street) form_field(model: address, attribute: :p_o_box) form_field(model: address, attribute: :city) form_field(model: address, attribute: :state) form_field(model: address, attribute: :zip_code) } } end class LabelPair include Glimmer::LibUI::CustomControl options :model, :attribute, :value body { horizontal_box { label(attribute.to_s.underscore.split('_').map(&:capitalize).join(' ')) label(value.to_s) { text <= [model, attribute] } } } end class AddressView include Glimmer::LibUI::CustomControl options :address body { vertical_box { address.each_pair do |attribute, value| label_pair(model: address, attribute: attribute, value: value) end } } end class ClassBasedCustomControls include Glimmer::LibUI::Application # alias: Glimmer::LibUI::CustomWindow before_body do @address1 = Address.new('123 Main St', '23923', 'Denver', 'Colorado', '80014') @address2 = Address.new('2038 Park Ave', '83272', 'Boston', 'Massachusetts', '02101') end body { window('Class-Based Custom Keyword') { margined true horizontal_box { vertical_box { label('Address 1') { stretchy false } address_form(address: @address1) horizontal_separator { stretchy false } label('Address 1 (Saved)') { stretchy false } address_view(address: @address1) } vertical_separator { stretchy false } vertical_box { label('Address 2') { stretchy false } address_form(address: @address2) horizontal_separator { stretchy false } label('Address 2 (Saved)') { stretchy false } address_view(address: @address2) } } } } end ClassBasedCustomControls.launch
  • 2021 Was The Year of The Ruby Desktop!!!
    11 projects | dev.to | 4 Feb 2022
    Glimmer DSL for LibUI (Prerequisite-Free Ruby Desktop Development GUI Library): this gem just won a 2022 Fukuoka Ruby Special Award after getting judged directly by Matz (creator of Ruby) and the Fukuoka Ruby Award Competition Judges! How is that for a Year of The Ruby Desktop accomplishment!!?!
  • Perfect Shape - Pure Ruby Geometric Algrithms
    4 projects | dev.to | 23 Jan 2022
    Another reason why this library was created was to address the need for supporting automated declarative drag and drop features in Glimmer DSL for LibUI coming soon (right now, it supports manually implementing drag and drop with area listeners out of the box).

What are some alternatives?

When comparing glimmer-dsl-gtk and glimmer-dsl-libui you can also consider the following projects:

Glimmer - DSL Framework consisting of a DSL Engine and a Data-Binding Library used in Glimmer DSL for SWT (JRuby Desktop Development GUI Framework), Glimmer DSL for Opal (Pure Ruby Web GUI), Glimmer DSL for LibUI (Prerequisite-Free Ruby Desktop Development GUI Library), Glimmer DSL for Tk (Ruby Tk Desktop Development GUI Library), Glimmer DSL for GTK (Ruby-GNOME Desktop Development GUI Library), Glimmer DSL for XML (& HTML), and Glimmer DSL for CSS

glimmer-dsl-swing - Glimmer DSL for Swing (JRuby Swing Desktop Development GUI Library) - Enables development of desktop applications using Java Swing and Java 2D, including vector graphics and AWT geometry.

RubyGnome2 - A set of bindings for the GNOME libraries to use from Ruby.

Shoes - Shoes 4 : the next version of Shoes

glimmer-dsl-swt - Glimmer DSL for SWT (JRuby Desktop Development Cross-Platform Native GUI Framework) - The Quickest Way From Zero To GUI - If You Liked Shoes, You'll Love Glimmer!

Glimmer DSL for Opal - Glimmer DSL for Opal (Pure-Ruby Web GUI and Auto-Webifier of Desktop Apps)

qtbindings - An easy to install gem version of the Ruby bindings to Qt

glimmer-dsl-fx - Glimmer DSL for FX (FOX Toolkit Ruby Desktop Development GUI Library)