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dcmake: a new CMake debugger UI
2026-04-07 · via Hacker News

nullprogram.com/blog/2026/04/07/

CMake has a --debugger mode since 3.27 (July 2023), allowing software to manipulate it interactively through the Debugger Adaptor Protocol (DAP), an HTTP-like protocol passing JSON messages. Debugger front-ends can start, stop, step, breakpoint, query variables, etc. a live CMake. When I came across this mode, I immediately conceived a project putting it to use. Thanks to recent leaps in software engineering productivity, I had a working prototype in 30 minutes, and by the end of that same day, a complete, multi-platform, native, GUI application. I named it dcmake (“debugger for CMake”). I’ve tested it on macOS, Windows, and Linux. Despite only being couple days old, it’s one of the coolest things I’ve ever built. Prior to 2026, I estimate it would have taken me a month to get the tool to this point.

It has a Dear ImGui interface, which I’ve experienced as a user but never built on myself before. Specifically the docking branch. In a sense it’s a toolkit for building debuggers, so it’s playing an enormous role in how quickly I put this project together. All of the “windows” tear out and may be free-floating or docked wherever you like, closely matching the classic Visual Studio UI. I borrowed all the same keybindings: F10 to step over, F11 to step in, F5 to start/continue, shift+F5 to stop. Click on line numbers to toggle breakpoints, right click to run-to-line, hover over variables with the mouse to see their values. Nearly every every UI state persists across sessions, and it opens nearly instantly.

This is just one of many situations I’ve used AI the past month for UI development, and it’s been shockingly effective. I can describe roughly the interface I want, and the AI makes it happen in a matter of minutes. It understands what I mean, filling in the details, sometimes anticipating what I’ll ask for next. If I’m unsure how I want a UI to work, it also offers good advice. If I need simple icons and such, it can draw those, too. It’s all incredibly empowering.

On macOS and Linux it runs on top of GLFW with OpenGL 3 rendering, and on Windows it uses native Win32 windowing and DirectX 11 rendering.

Program arguments given to dcmake populate the top-left arguments text input, which go straight into CMake on start. So you can prepend d to your CMake configuration command to run it inside the debugger. Passing no arguments sets it up for “standard” -B build configuration.

In general, if you don’t have anywhere in particular to look, likely the first thing to do after starting dcmake (in a project) is press F10. It starts CMake paused on the first line of CMakeLists.txt, or whatever script you’re debugging. If you’re trying out dcmake for the first time, that’s a good place to start. Keep pressing F10 to step through that script, watching it run through its configuration. If you F11 through the script then you’ll dive deeper and deeper into CMake itself, which can be insightful.

There is no point in trying to debug --build invocations. It’s just a uniform interface to the underlying build tool, and there is no CMake left to debug at that point. However, it does work with -P script mode invocations. CMake can operate as a platform-agnostic shell script-like tool, but unlike shell scripts you can step through them with a debugger like dcmake.

On Windows it supports Unicode paths all the way through, without a UTF-8 manifest. This took some special care, in particular avoiding any C++ standard library I/O functionality. Current frontier AI cannot handle this detail on their own. The macOS platform required a bit of Objective-C, as it often does, and I’m happy I didn’t have to figure that part out myself.

The next release of w64devkit will include dcmake, complementing its recent addition of CMake. This new tool has already proven useful in its own development.