Merge branch 'thedmd/extra-keys-v1' into docking

# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_glfw.h
#	backends/imgui_impl_osx.h
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_sdl.h
#	backends/imgui_impl_win32.cpp
#	backends/imgui_impl_win32.h
#	imgui.cpp
#	imgui.h
diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp
index 79bf731..ab78faf 100644
--- a/backends/imgui_impl_dx10.cpp
+++ b/backends/imgui_impl_dx10.cpp
@@ -2,7 +2,8 @@
 // This needs to be used along with a Platform Backend (e.g. Win32)
 
 // Implemented features:
-//  [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -12,6 +13,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
 //  2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
 //  2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
@@ -74,6 +76,10 @@
     return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
 }
 
+// Forward Declarations
+static void ImGui_ImplDX10_InitPlatformInterface();
+static void ImGui_ImplDX10_ShutdownPlatformInterface();
+
 // Functions
 static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
 {
@@ -535,6 +541,7 @@
     io.BackendRendererUserData = (void*)bd;
     io.BackendRendererName = "imgui_impl_dx10";
     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
 
     // Get factory from device
     IDXGIDevice* pDXGIDevice = NULL;
@@ -551,6 +558,8 @@
     if (pDXGIAdapter) pDXGIAdapter->Release();
     bd->pd3dDevice->AddRef();
 
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplDX10_InitPlatformInterface();
     return true;
 }
 
@@ -560,6 +569,7 @@
     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
+    ImGui_ImplDX10_ShutdownPlatformInterface();
     ImGui_ImplDX10_InvalidateDeviceObjects();
     if (bd->pFactory) { bd->pFactory->Release(); }
     if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
@@ -576,3 +586,127 @@
     if (!bd->pFontSampler)
         ImGui_ImplDX10_CreateDeviceObjects();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
+struct ImGui_ImplDX10_ViewportData
+{
+    IDXGISwapChain*         SwapChain;
+    ID3D10RenderTargetView* RTView;
+
+    ImGui_ImplDX10_ViewportData()   { SwapChain = NULL; RTView = NULL; }
+    ~ImGui_ImplDX10_ViewportData()  { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
+};
+
+static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+    ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)();
+    viewport->RendererUserData = vd;
+
+    // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
+    // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
+    HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
+    IM_ASSERT(hwnd != 0);
+
+    // Create swap chain
+    DXGI_SWAP_CHAIN_DESC sd;
+    ZeroMemory(&sd, sizeof(sd));
+    sd.BufferDesc.Width = (UINT)viewport->Size.x;
+    sd.BufferDesc.Height = (UINT)viewport->Size.y;
+    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    sd.SampleDesc.Count = 1;
+    sd.SampleDesc.Quality = 0;
+    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+    sd.BufferCount = 1;
+    sd.OutputWindow = hwnd;
+    sd.Windowed = TRUE;
+    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+    sd.Flags = 0;
+
+    IM_ASSERT(vd->SwapChain == NULL && vd->RTView == NULL);
+    bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
+
+    // Create the render target
+    if (vd->SwapChain)
+    {
+        ID3D10Texture2D* pBackBuffer;
+        vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+        bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
+        pBackBuffer->Release();
+    }
+}
+
+static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
+{
+    // The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it.
+    if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
+    {
+        if (vd->SwapChain)
+            vd->SwapChain->Release();
+        vd->SwapChain = NULL;
+        if (vd->RTView)
+            vd->RTView->Release();
+        vd->RTView = NULL;
+        IM_DELETE(vd);
+    }
+    viewport->RendererUserData = NULL;
+}
+
+static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+    ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
+    if (vd->RTView)
+    {
+        vd->RTView->Release();
+        vd->RTView = NULL;
+    }
+    if (vd->SwapChain)
+    {
+        ID3D10Texture2D* pBackBuffer = NULL;
+        vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
+        vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+        if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
+        bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
+        pBackBuffer->Release();
+    }
+}
+
+static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+    ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
+    ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
+    bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, NULL);
+    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
+        bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
+    ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
+}
+
+static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
+    vd->SwapChain->Present(0, 0); // Present without vsync
+}
+
+void ImGui_ImplDX10_InitPlatformInterface()
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
+    platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow;
+    platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize;
+    platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport;
+    platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
+}
+
+void ImGui_ImplDX10_ShutdownPlatformInterface()
+{
+    ImGui::DestroyPlatformWindows();
+}
+
diff --git a/backends/imgui_impl_dx10.h b/backends/imgui_impl_dx10.h
index 31e62ac..84ec353 100644
--- a/backends/imgui_impl_dx10.h
+++ b/backends/imgui_impl_dx10.h
@@ -2,7 +2,8 @@
 // This needs to be used along with a Platform Backend (e.g. Win32)
 
 // Implemented features:
-//  [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
diff --git a/backends/imgui_impl_dx11.cpp b/backends/imgui_impl_dx11.cpp
index 3f628cb..4c69072 100644
--- a/backends/imgui_impl_dx11.cpp
+++ b/backends/imgui_impl_dx11.cpp
@@ -3,6 +3,7 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -12,6 +13,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
 //  2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
 //  2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
@@ -75,6 +77,10 @@
     return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
 }
 
+// Forward Declarations
+static void ImGui_ImplDX11_InitPlatformInterface();
+static void ImGui_ImplDX11_ShutdownPlatformInterface();
+
 // Functions
 static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
 {
@@ -547,6 +553,7 @@
     io.BackendRendererUserData = (void*)bd;
     io.BackendRendererName = "imgui_impl_dx11";
     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
 
     // Get factory from device
     IDXGIDevice* pDXGIDevice = NULL;
@@ -566,6 +573,9 @@
     bd->pd3dDevice->AddRef();
     bd->pd3dDeviceContext->AddRef();
 
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplDX11_InitPlatformInterface();
+
     return true;
 }
 
@@ -575,6 +585,7 @@
     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
+    ImGui_ImplDX11_ShutdownPlatformInterface();
     ImGui_ImplDX11_InvalidateDeviceObjects();
     if (bd->pFactory)             { bd->pFactory->Release(); }
     if (bd->pd3dDevice)           { bd->pd3dDevice->Release(); }
@@ -592,3 +603,126 @@
     if (!bd->pFontSampler)
         ImGui_ImplDX11_CreateDeviceObjects();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
+struct ImGui_ImplDX11_ViewportData
+{
+    IDXGISwapChain*                 SwapChain;
+    ID3D11RenderTargetView*         RTView;
+
+    ImGui_ImplDX11_ViewportData()   { SwapChain = NULL; RTView = NULL; }
+    ~ImGui_ImplDX11_ViewportData()  { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
+};
+
+static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+    ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)();
+    viewport->RendererUserData = vd;
+
+    // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
+    // Some backend will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
+    HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
+    IM_ASSERT(hwnd != 0);
+
+    // Create swap chain
+    DXGI_SWAP_CHAIN_DESC sd;
+    ZeroMemory(&sd, sizeof(sd));
+    sd.BufferDesc.Width = (UINT)viewport->Size.x;
+    sd.BufferDesc.Height = (UINT)viewport->Size.y;
+    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    sd.SampleDesc.Count = 1;
+    sd.SampleDesc.Quality = 0;
+    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+    sd.BufferCount = 1;
+    sd.OutputWindow = hwnd;
+    sd.Windowed = TRUE;
+    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+    sd.Flags = 0;
+
+    IM_ASSERT(vd->SwapChain == NULL && vd->RTView == NULL);
+    bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
+
+    // Create the render target
+    if (vd->SwapChain)
+    {
+        ID3D11Texture2D* pBackBuffer;
+        vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+        bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
+        pBackBuffer->Release();
+    }
+}
+
+static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
+{
+    // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
+    if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData)
+    {
+        if (vd->SwapChain)
+            vd->SwapChain->Release();
+        vd->SwapChain = NULL;
+        if (vd->RTView)
+            vd->RTView->Release();
+        vd->RTView = NULL;
+        IM_DELETE(vd);
+    }
+    viewport->RendererUserData = NULL;
+}
+
+static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+    ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
+    if (vd->RTView)
+    {
+        vd->RTView->Release();
+        vd->RTView = NULL;
+    }
+    if (vd->SwapChain)
+    {
+        ID3D11Texture2D* pBackBuffer = NULL;
+        vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
+        vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+        if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
+        bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
+        pBackBuffer->Release();
+    }
+}
+
+static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+    ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
+    ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
+    bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, NULL);
+    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
+        bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
+    ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
+}
+
+static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
+    vd->SwapChain->Present(0, 0); // Present without vsync
+}
+
+static void ImGui_ImplDX11_InitPlatformInterface()
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
+    platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
+    platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
+    platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
+    platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
+}
+
+static void ImGui_ImplDX11_ShutdownPlatformInterface()
+{
+    ImGui::DestroyPlatformWindows();
+}
diff --git a/backends/imgui_impl_dx11.h b/backends/imgui_impl_dx11.h
index a83bce1..07495a0 100644
--- a/backends/imgui_impl_dx11.h
+++ b/backends/imgui_impl_dx11.h
@@ -3,6 +3,7 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp
index e9d2e96..31fd48f 100644
--- a/backends/imgui_impl_dx12.cpp
+++ b/backends/imgui_impl_dx12.cpp
@@ -3,6 +3,8 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+//      FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
 // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
@@ -20,6 +22,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
 //  2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
 //  2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
@@ -49,34 +52,19 @@
 #endif
 
 // DirectX data
-struct ImGui_ImplDX12_RenderBuffers
-{
-    ID3D12Resource*     IndexBuffer;
-    ID3D12Resource*     VertexBuffer;
-    int                 IndexBufferSize;
-    int                 VertexBufferSize;
-};
-
 struct ImGui_ImplDX12_Data
 {
-    ID3D12Device*                   pd3dDevice;
-    ID3D12RootSignature*            pRootSignature;
-    ID3D12PipelineState*            pPipelineState;
-    DXGI_FORMAT                     RTVFormat;
-    ID3D12Resource*                 pFontTextureResource;
-    D3D12_CPU_DESCRIPTOR_HANDLE     hFontSrvCpuDescHandle;
-    D3D12_GPU_DESCRIPTOR_HANDLE     hFontSrvGpuDescHandle;
+    ID3D12Device*               pd3dDevice;
+    ID3D12RootSignature*        pRootSignature;
+    ID3D12PipelineState*        pPipelineState;
+    DXGI_FORMAT                 RTVFormat;
+    ID3D12Resource*             pFontTextureResource;
+    D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
+    D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
+    ID3D12DescriptorHeap*       pd3dSrvDescHeap;
+    UINT                        numFramesInFlight;
 
-    ImGui_ImplDX12_RenderBuffers*   pFrameResources;
-    UINT                            numFramesInFlight;
-    UINT                            frameIndex;
-
-    ImGui_ImplDX12_Data()           { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
-};
-
-struct VERTEX_CONSTANT_BUFFER
-{
-    float   mvp[4][4];
+    ImGui_ImplDX12_Data()       { memset(this, 0, sizeof(*this)); }
 };
 
 // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@@ -86,6 +74,97 @@
     return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
 }
 
+// Buffers used during the rendering of a frame
+struct ImGui_ImplDX12_RenderBuffers
+{
+    ID3D12Resource*     IndexBuffer;
+    ID3D12Resource*     VertexBuffer;
+    int                 IndexBufferSize;
+    int                 VertexBufferSize;
+};
+
+// Buffers used for secondary viewports created by the multi-viewports systems
+struct ImGui_ImplDX12_FrameContext
+{
+    ID3D12CommandAllocator*         CommandAllocator;
+    ID3D12Resource*                 RenderTarget;
+    D3D12_CPU_DESCRIPTOR_HANDLE     RenderTargetCpuDescriptors;
+};
+
+// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
+// Main viewport created by application will only use the Resources field.
+// Secondary viewports created by this backend will use all the fields (including Window fields),
+struct ImGui_ImplDX12_ViewportData
+{
+    // Window
+    ID3D12CommandQueue*             CommandQueue;
+    ID3D12GraphicsCommandList*      CommandList;
+    ID3D12DescriptorHeap*           RtvDescHeap;
+    IDXGISwapChain3*                SwapChain;
+    ID3D12Fence*                    Fence;
+    UINT64                          FenceSignaledValue;
+    HANDLE                          FenceEvent;
+    UINT                            NumFramesInFlight;
+    ImGui_ImplDX12_FrameContext*    FrameCtx;
+
+    // Render buffers
+    UINT                            FrameIndex;
+    ImGui_ImplDX12_RenderBuffers*   FrameRenderBuffers;
+
+    ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight)
+    {
+        CommandQueue = NULL;
+        CommandList = NULL;
+        RtvDescHeap = NULL;
+        SwapChain = NULL;
+        Fence = NULL;
+        FenceSignaledValue = 0;
+        FenceEvent = NULL;
+        NumFramesInFlight = num_frames_in_flight;
+        FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
+        FrameIndex = UINT_MAX;
+        FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
+
+        for (UINT i = 0; i < NumFramesInFlight; ++i)
+        {
+            FrameCtx[i].CommandAllocator = NULL;
+            FrameCtx[i].RenderTarget = NULL;
+
+            // Create buffers with a default size (they will later be grown as needed)
+            FrameRenderBuffers[i].IndexBuffer = NULL;
+            FrameRenderBuffers[i].VertexBuffer = NULL;
+            FrameRenderBuffers[i].VertexBufferSize = 5000;
+            FrameRenderBuffers[i].IndexBufferSize = 10000;
+        }
+    }
+    ~ImGui_ImplDX12_ViewportData()
+    {
+        IM_ASSERT(CommandQueue == NULL && CommandList == NULL);
+        IM_ASSERT(RtvDescHeap == NULL);
+        IM_ASSERT(SwapChain == NULL);
+        IM_ASSERT(Fence == NULL);
+        IM_ASSERT(FenceEvent == NULL);
+
+        for (UINT i = 0; i < NumFramesInFlight; ++i)
+        {
+            IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL);
+            IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == NULL && FrameRenderBuffers[i].VertexBuffer == NULL);
+        }
+
+        delete[] FrameCtx; FrameCtx = NULL;
+        delete[] FrameRenderBuffers; FrameRenderBuffers = NULL;
+    }
+};
+
+struct VERTEX_CONSTANT_BUFFER
+{
+    float   mvp[4][4];
+};
+
+// Forward Declarations
+static void ImGui_ImplDX12_InitPlatformInterface();
+static void ImGui_ImplDX12_ShutdownPlatformInterface();
+
 // Functions
 static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
 {
@@ -159,11 +238,10 @@
     if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
         return;
 
-    // FIXME: I'm assuming that this only gets called once per frame!
-    // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
-    bd->frameIndex = bd->frameIndex + 1;
-    ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
+    ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
+    vd->FrameIndex++;
+    ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
 
     // Create and grow vertex/index buffers if needed
     if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
@@ -669,24 +747,24 @@
     return true;
 }
 
+static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
+{
+    SafeRelease(render_buffers->IndexBuffer);
+    SafeRelease(render_buffers->VertexBuffer);
+    render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
+}
+
 void    ImGui_ImplDX12_InvalidateDeviceObjects()
 {
     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
     if (!bd || !bd->pd3dDevice)
         return;
-    ImGuiIO& io = ImGui::GetIO();
 
+    ImGuiIO& io = ImGui::GetIO();
     SafeRelease(bd->pRootSignature);
     SafeRelease(bd->pPipelineState);
     SafeRelease(bd->pFontTextureResource);
     io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
-
-    for (UINT i = 0; i < bd->numFramesInFlight; i++)
-    {
-        ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
-        SafeRelease(fr->IndexBuffer);
-        SafeRelease(fr->VertexBuffer);
-    }
 }
 
 bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
@@ -700,25 +778,21 @@
     io.BackendRendererUserData = (void*)bd;
     io.BackendRendererName = "imgui_impl_dx12";
     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplDX12_InitPlatformInterface();
 
     bd->pd3dDevice = device;
     bd->RTVFormat = rtv_format;
     bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
     bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
-    bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
     bd->numFramesInFlight = num_frames_in_flight;
-    bd->frameIndex = UINT_MAX;
-    IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
+    bd->pd3dSrvDescHeap = cbv_srv_heap;
 
-    // Create buffers with a default size (they will later be grown as needed)
-    for (int i = 0; i < num_frames_in_flight; i++)
-    {
-        ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
-        fr->IndexBuffer = NULL;
-        fr->VertexBuffer = NULL;
-        fr->IndexBufferSize = 10000;
-        fr->VertexBufferSize = 5000;
-    }
+    // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
+    // Since this is created and managed by the application, we will only use the ->Resources[] fields.
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
 
     return true;
 }
@@ -729,8 +803,21 @@
     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
+    // Manually delete main viewport render resources in-case we haven't initialized for viewports
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData)
+    {
+        // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
+        for (UINT i = 0; i < bd->numFramesInFlight; i++)
+            ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
+        IM_DELETE(vd);
+        main_viewport->RendererUserData = NULL;
+    }
+
+    // Clean up windows and device objects
+    ImGui_ImplDX12_ShutdownPlatformInterface();
     ImGui_ImplDX12_InvalidateDeviceObjects();
-    delete[] bd->pFrameResources;
+
     io.BackendRendererName = NULL;
     io.BackendRendererUserData = NULL;
     IM_DELETE(bd);
@@ -744,3 +831,243 @@
     if (!bd->pPipelineState)
         ImGui_ImplDX12_CreateDeviceObjects();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+    ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
+    viewport->RendererUserData = vd;
+
+    // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
+    // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
+    HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
+    IM_ASSERT(hwnd != 0);
+
+    vd->FrameIndex = UINT_MAX;
+
+    // Create command queue.
+    D3D12_COMMAND_QUEUE_DESC queue_desc = {};
+    queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+    queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+
+    HRESULT res = S_OK;
+    res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue));
+    IM_ASSERT(res == S_OK);
+
+    // Create command allocator.
+    for (UINT i = 0; i < bd->numFramesInFlight; ++i)
+    {
+        res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
+        IM_ASSERT(res == S_OK);
+    }
+
+    // Create command list.
+    res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&vd->CommandList));
+    IM_ASSERT(res == S_OK);
+    vd->CommandList->Close();
+
+    // Create fence.
+    res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence));
+    IM_ASSERT(res == S_OK);
+
+    vd->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
+    IM_ASSERT(vd->FenceEvent != NULL);
+
+    // Create swap chain
+    // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
+    DXGI_SWAP_CHAIN_DESC1 sd1;
+    ZeroMemory(&sd1, sizeof(sd1));
+    sd1.BufferCount = bd->numFramesInFlight;
+    sd1.Width = (UINT)viewport->Size.x;
+    sd1.Height = (UINT)viewport->Size.y;
+    sd1.Format = bd->RTVFormat;
+    sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+    sd1.SampleDesc.Count = 1;
+    sd1.SampleDesc.Quality = 0;
+    sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+    sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+    sd1.Scaling = DXGI_SCALING_STRETCH;
+    sd1.Stereo = FALSE;
+
+    IDXGIFactory4* dxgi_factory = NULL;
+    res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
+    IM_ASSERT(res == S_OK);
+
+    IDXGISwapChain1* swap_chain = NULL;
+    res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain);
+    IM_ASSERT(res == S_OK);
+
+    dxgi_factory->Release();
+
+    // Or swapChain.As(&mSwapChain)
+    IM_ASSERT(vd->SwapChain == NULL);
+    swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
+    swap_chain->Release();
+
+    // Create the render targets
+    if (vd->SwapChain)
+    {
+        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+        desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+        desc.NumDescriptors = bd->numFramesInFlight;
+        desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+        desc.NodeMask = 1;
+
+        HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap));
+        IM_ASSERT(hr == S_OK);
+
+        SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+        D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
+        for (UINT i = 0; i < bd->numFramesInFlight; i++)
+        {
+            vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
+            rtv_handle.ptr += rtv_descriptor_size;
+        }
+
+        ID3D12Resource* back_buffer;
+        for (UINT i = 0; i < bd->numFramesInFlight; i++)
+        {
+            IM_ASSERT(vd->FrameCtx[i].RenderTarget == NULL);
+            vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
+            bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors);
+            vd->FrameCtx[i].RenderTarget = back_buffer;
+        }
+    }
+
+    for (UINT i = 0; i < bd->numFramesInFlight; i++)
+        ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
+}
+
+static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
+{
+    HRESULT hr = S_FALSE;
+    if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
+    {
+        hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
+        IM_ASSERT(hr == S_OK);
+        ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
+        hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent);
+        IM_ASSERT(hr == S_OK);
+        ::WaitForSingleObject(vd->FenceEvent, INFINITE);
+    }
+}
+
+static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
+{
+    // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
+    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+    if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
+    {
+        ImGui_WaitForPendingOperations(vd);
+
+        SafeRelease(vd->CommandQueue);
+        SafeRelease(vd->CommandList);
+        SafeRelease(vd->SwapChain);
+        SafeRelease(vd->RtvDescHeap);
+        SafeRelease(vd->Fence);
+        ::CloseHandle(vd->FenceEvent);
+        vd->FenceEvent = NULL;
+
+        for (UINT i = 0; i < bd->numFramesInFlight; i++)
+        {
+            SafeRelease(vd->FrameCtx[i].RenderTarget);
+            SafeRelease(vd->FrameCtx[i].CommandAllocator);
+            ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
+        }
+        IM_DELETE(vd);
+    }
+    viewport->RendererUserData = NULL;
+}
+
+static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+    ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
+
+    ImGui_WaitForPendingOperations(vd);
+
+    for (UINT i = 0; i < bd->numFramesInFlight; i++)
+        SafeRelease(vd->FrameCtx[i].RenderTarget);
+
+    if (vd->SwapChain)
+    {
+        ID3D12Resource* back_buffer = NULL;
+        vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
+        for (UINT i = 0; i < bd->numFramesInFlight; i++)
+        {
+            vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
+            bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors);
+            vd->FrameCtx[i].RenderTarget = back_buffer;
+        }
+    }
+}
+
+static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+    ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
+
+    ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
+    UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
+
+    const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
+    D3D12_RESOURCE_BARRIER barrier = {};
+    barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+    barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+    barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget;
+    barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+    barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
+    barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
+
+    // Draw
+    ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
+
+    frame_context->CommandAllocator->Reset();
+    cmd_list->Reset(frame_context->CommandAllocator, NULL);
+    cmd_list->ResourceBarrier(1, &barrier);
+    cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL);
+    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
+        cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL);
+    cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
+
+    ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
+
+    barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+    barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
+    cmd_list->ResourceBarrier(1, &barrier);
+    cmd_list->Close();
+
+    vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue);
+    vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
+    vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
+}
+
+static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
+
+    vd->SwapChain->Present(0, 0);
+    while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
+        ::SwitchToThread();
+}
+
+void ImGui_ImplDX12_InitPlatformInterface()
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
+    platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow;
+    platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize;
+    platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow;
+    platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
+}
+
+void ImGui_ImplDX12_ShutdownPlatformInterface()
+{
+    ImGui::DestroyPlatformWindows();
+}
diff --git a/backends/imgui_impl_dx12.h b/backends/imgui_impl_dx12.h
index 899c822..3e7e947 100644
--- a/backends/imgui_impl_dx12.h
+++ b/backends/imgui_impl_dx12.h
@@ -3,6 +3,7 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
 // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp
index 4cbd795..c27836c 100644
--- a/backends/imgui_impl_dx9.cpp
+++ b/backends/imgui_impl_dx9.cpp
@@ -3,6 +3,7 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -12,6 +13,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
 //  2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
 //  2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@@ -70,6 +72,12 @@
     return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
 }
 
+// Forward Declarations
+static void ImGui_ImplDX9_InitPlatformInterface();
+static void ImGui_ImplDX9_ShutdownPlatformInterface();
+static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
+static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
+
 // Functions
 static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
 {
@@ -266,6 +274,11 @@
         global_vtx_offset += cmd_list->VtxBuffer.Size;
     }
 
+    // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
+    // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
+    if (global_vtx_offset == 0)
+        bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
+
     // Restore the DX9 transform
     bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
     bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
@@ -286,10 +299,14 @@
     io.BackendRendererUserData = (void*)bd;
     io.BackendRendererName = "imgui_impl_dx9";
     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
 
     bd->pd3dDevice = device;
     bd->pd3dDevice->AddRef();
 
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplDX9_InitPlatformInterface();
+
     return true;
 }
 
@@ -299,6 +316,7 @@
     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
+    ImGui_ImplDX9_ShutdownPlatformInterface();
     ImGui_ImplDX9_InvalidateDeviceObjects();
     if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
     io.BackendRendererName = NULL;
@@ -355,6 +373,7 @@
         return false;
     if (!ImGui_ImplDX9_CreateFontsTexture())
         return false;
+    ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
     return true;
 }
 
@@ -366,6 +385,7 @@
     if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
     if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
     if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+    ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
 }
 
 void ImGui_ImplDX9_NewFrame()
@@ -376,3 +396,145 @@
     if (!bd->FontTexture)
         ImGui_ImplDX9_CreateDeviceObjects();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
+struct ImGui_ImplDX9_ViewportData
+{
+    IDirect3DSwapChain9*    SwapChain;
+    D3DPRESENT_PARAMETERS   d3dpp;
+
+    ImGui_ImplDX9_ViewportData()  { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
+    ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == NULL); }
+};
+
+static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+    ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
+    viewport->RendererUserData = vd;
+
+    // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
+    // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
+    HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
+    IM_ASSERT(hwnd != 0);
+
+    ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
+    vd->d3dpp.Windowed = TRUE;
+    vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
+    vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
+    vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
+    vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
+    vd->d3dpp.hDeviceWindow = hwnd;
+    vd->d3dpp.EnableAutoDepthStencil = FALSE;
+    vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
+    vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;   // Present without vsync
+
+    HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
+    IM_ASSERT(hr == D3D_OK);
+    IM_ASSERT(vd->SwapChain != NULL);
+}
+
+static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
+{
+    // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
+    if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
+    {
+        if (vd->SwapChain)
+            vd->SwapChain->Release();
+        vd->SwapChain = NULL;
+        ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
+        IM_DELETE(vd);
+    }
+    viewport->RendererUserData = NULL;
+}
+
+static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+    ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
+    if (vd->SwapChain)
+    {
+        vd->SwapChain->Release();
+        vd->SwapChain = NULL;
+        vd->d3dpp.BackBufferWidth = (UINT)size.x;
+        vd->d3dpp.BackBufferHeight = (UINT)size.y;
+        HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
+        IM_ASSERT(hr == D3D_OK);
+    }
+}
+
+static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+    ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
+    ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
+
+    LPDIRECT3DSURFACE9 render_target = NULL;
+    LPDIRECT3DSURFACE9 last_render_target = NULL;
+    LPDIRECT3DSURFACE9 last_depth_stencil = NULL;
+    vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
+    bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
+    bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
+    bd->pd3dDevice->SetRenderTarget(0, render_target);
+    bd->pd3dDevice->SetDepthStencilSurface(NULL);
+
+    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
+    {
+        D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
+        bd->pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
+    }
+
+    ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
+
+    // Restore render target
+    bd->pd3dDevice->SetRenderTarget(0, last_render_target);
+    bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
+    render_target->Release();
+    last_render_target->Release();
+    if (last_depth_stencil) last_depth_stencil->Release();
+}
+
+static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
+    HRESULT hr = vd->SwapChain->Present(NULL, NULL, vd->d3dpp.hDeviceWindow, NULL, 0);
+    // Let main application handle D3DERR_DEVICELOST by resetting the device.
+    IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST);
+}
+
+static void ImGui_ImplDX9_InitPlatformInterface()
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
+    platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
+    platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
+    platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
+    platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
+}
+
+static void ImGui_ImplDX9_ShutdownPlatformInterface()
+{
+    ImGui::DestroyPlatformWindows();
+}
+
+static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    for (int i = 1; i < platform_io.Viewports.Size; i++)
+        if (!platform_io.Viewports[i]->RendererUserData)
+            ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
+}
+
+static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    for (int i = 1; i < platform_io.Viewports.Size; i++)
+        if (platform_io.Viewports[i]->RendererUserData)
+            ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
+}
diff --git a/backends/imgui_impl_dx9.h b/backends/imgui_impl_dx9.h
index 6dc805b..773acda 100644
--- a/backends/imgui_impl_dx9.h
+++ b/backends/imgui_impl_dx9.h
@@ -3,6 +3,7 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp
index 428bc1b..d8b5ca3 100644
--- a/backends/imgui_impl_glfw.cpp
+++ b/backends/imgui_impl_glfw.cpp
@@ -1,13 +1,17 @@
 // dear imgui: Platform Backend for GLFW
 // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
 // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
-// (Requires: GLFW 3.1+)
+// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
 
 // Implemented features:
 //  [X] Platform: Clipboard support.
 //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 //  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+
+// Issues:
+//  [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -16,6 +20,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2022-01-XX: Inputs: calling new io.AddKeyEvent() API (1.87+), support for full keys range.
 //  2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
 //  2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
@@ -62,11 +67,25 @@
 #define GLFW_EXPOSE_NATIVE_WIN32
 #include <GLFW/glfw3native.h>   // for glfwGetWin32Window
 #endif
-#ifdef GLFW_RESIZE_NESW_CURSOR  // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
-#define GLFW_HAS_NEW_CURSORS    (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
+#define GLFW_HAS_WINDOW_TOPMOST       (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
+#define GLFW_HAS_WINDOW_HOVERED       (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
+#define GLFW_HAS_WINDOW_ALPHA         (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
+#define GLFW_HAS_PER_MONITOR_DPI      (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
+#define GLFW_HAS_VULKAN               (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
+#define GLFW_HAS_FOCUS_WINDOW         (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
+#define GLFW_HAS_FOCUS_ON_SHOW        (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
+#define GLFW_HAS_MONITOR_WORK_AREA    (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
+#define GLFW_HAS_OSX_WINDOW_POS_FIX   (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
+#ifdef GLFW_RESIZE_NESW_CURSOR        // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
+#define GLFW_HAS_NEW_CURSORS          (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
 #else
 #define GLFW_HAS_NEW_CURSORS    (0)
 #endif
+#ifdef GLFW_MOUSE_PASSTHROUGH         // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
+#define GLFW_HAS_MOUSE_PASSTHROUGH    (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
+#else
+#define GLFW_HAS_MOUSE_PASSTHROUGH    (0)
+#endif
 
 // GLFW data
 enum GlfwClientApi
@@ -84,7 +103,9 @@
     GLFWwindow*             MouseWindow;
     bool                    MouseJustPressed[ImGuiMouseButton_COUNT];
     GLFWcursor*             MouseCursors[ImGuiMouseCursor_COUNT];
+    GLFWwindow*             KeyOwnerWindows[GLFW_KEY_LAST];
     bool                    InstalledCallbacks;
+    bool                    WantUpdateMonitors;
 
     // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
     GLFWwindowfocusfun      PrevUserCallbackWindowFocus;
@@ -110,6 +131,11 @@
     return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
 }
 
+// Forward Declarations
+static void ImGui_ImplGlfw_UpdateMonitors();
+static void ImGui_ImplGlfw_InitPlatformInterface();
+static void ImGui_ImplGlfw_ShutdownPlatformInterface();
+
 // Functions
 static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
 {
@@ -264,9 +290,13 @@
     if (action != GLFW_PRESS && action != GLFW_RELEASE)
         return;
     ImGuiIO& io = ImGui::GetIO();
+
     ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(key);
     if (imgui_key != ImGuiKey_None)
+    {
         io.AddKeyEvent(imgui_key, action == GLFW_PRESS, key, scancode);
+        bd->KeyOwnerWindows[key] = (action == GLFW_PRESS) ? window : NULL;
+    }
 }
 
 void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
@@ -303,7 +333,8 @@
 
 void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
 {
-	// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    bd->WantUpdateMonitors = true;
 }
 
 static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
@@ -317,16 +348,18 @@
     io.BackendPlatformName = "imgui_impl_glfw";
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
+    io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)
+#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
+#endif
 
     bd->Window = window;
     bd->Time = 0.0;
+    bd->WantUpdateMonitors = true;
 
     io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
     io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
     io.ClipboardUserData = bd->Window;
-#if defined(_WIN32)
-    io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window);
-#endif
 
     // Create mouse cursors
     // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
@@ -371,6 +404,19 @@
         bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
     }
 
+    // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
+    ImGui_ImplGlfw_UpdateMonitors();
+    glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
+
+    // Our mouse update function expect PlatformHandle to be filled for the main viewport
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    main_viewport->PlatformHandle = (void*)bd->Window;
+#ifdef _WIN32
+    main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
+#endif
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplGlfw_InitPlatformInterface();
+
     bd->ClientApi = client_api;
     return true;
 }
@@ -396,6 +442,8 @@
     IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
+    ImGui_ImplGlfw_ShutdownPlatformInterface();
+
     if (bd->InstalledCallbacks)
     {
         glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus);
@@ -419,9 +467,11 @@
 {
     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
     ImGuiIO& io = ImGui::GetIO();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 
     const ImVec2 mouse_pos_prev = io.MousePos;
     io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+    io.MouseHoveredViewport = 0;
 
     // Update mouse buttons
     // (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame)
@@ -431,23 +481,63 @@
         bd->MouseJustPressed[i] = false;
     }
 
-#ifdef __EMSCRIPTEN__
-    const bool focused = true;
-#else
-    const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;
-#endif
-    GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL;
-
-    // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
-    if (io.WantSetMousePos && focused)
-        glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y);
-
-    // Set Dear ImGui mouse position from OS position
-    if (mouse_window != NULL)
+    for (int n = 0; n < platform_io.Viewports.Size; n++)
     {
-        double mouse_x, mouse_y;
-        glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
-        io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
+        ImGuiViewport* viewport = platform_io.Viewports[n];
+        GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
+
+#ifdef __EMSCRIPTEN__
+        const bool focused = true;
+#else
+        const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
+#endif
+        GLFWwindow* mouse_window = (bd->MouseWindow == window || focused) ? window : NULL;
+
+        // Update mouse buttons
+        if (focused)
+            for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
+                io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
+
+        // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+        // (When multi-viewports are enabled, all Dear ImGui positions are same as OS positions)
+        if (io.WantSetMousePos && focused)
+            glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
+
+        // Set Dear ImGui mouse position from OS position
+        if (mouse_window != NULL)
+        {
+            double mouse_x, mouse_y;
+            glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y);
+            if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+            {
+                // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
+                int window_x, window_y;
+                glfwGetWindowPos(window, &window_x, &window_y);
+                io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
+            }
+            else
+            {
+                // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
+                io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
+            }
+        }
+
+        // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
+        // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
+        // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
+        // - This is _regardless_ of whether another viewport is focused or being dragged from.
+        // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
+        // rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows.
+        // [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
+        // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
+#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
+        const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
+#if GLFW_HAS_MOUSE_PASSTHROUGH
+        glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
+#endif
+        if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
+            io.MouseHoveredViewport = viewport->ID;
+#endif
     }
 }
 
@@ -459,17 +549,22 @@
         return;
 
     ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
-    if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    for (int n = 0; n < platform_io.Viewports.Size; n++)
     {
-        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
-        glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
-    }
-    else
-    {
-        // Show OS mouse cursor
-        // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
-        glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
-        glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+        GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
+        if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
+        {
+            // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+        }
+        else
+        {
+            // Show OS mouse cursor
+            // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
+            glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
+            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+        }
     }
 }
 
@@ -510,6 +605,41 @@
         io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
 }
 
+static void ImGui_ImplGlfw_UpdateMonitors()
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    int monitors_count = 0;
+    GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
+    platform_io.Monitors.resize(0);
+    for (int n = 0; n < monitors_count; n++)
+    {
+        ImGuiPlatformMonitor monitor;
+        int x, y;
+        glfwGetMonitorPos(glfw_monitors[n], &x, &y);
+        const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
+        monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
+        monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
+#if GLFW_HAS_MONITOR_WORK_AREA
+        int w, h;
+        glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
+        if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
+        {
+            monitor.WorkPos = ImVec2((float)x, (float)y);
+            monitor.WorkSize = ImVec2((float)w, (float)h);
+        }
+#endif
+#if GLFW_HAS_PER_MONITOR_DPI
+        // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
+        float x_scale, y_scale;
+        glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
+        monitor.DpiScale = x_scale;
+#endif
+        platform_io.Monitors.push_back(monitor);
+    }
+    bd->WantUpdateMonitors = false;
+}
+
 static void ImGui_ImplGlfw_UpdateKeyModifiers()
 {
     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
@@ -534,6 +664,8 @@
     io.DisplaySize = ImVec2((float)w, (float)h);
     if (w > 0 && h > 0)
         io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
+    if (bd->WantUpdateMonitors)
+        ImGui_ImplGlfw_UpdateMonitors();
 
     // Setup time step
     double current_time = glfwGetTime();
@@ -550,6 +682,388 @@
     ImGui_ImplGlfw_UpdateGamepads();
 }
 
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
+struct ImGui_ImplGlfw_ViewportData
+{
+    GLFWwindow* Window;
+    bool        WindowOwned;
+    int         IgnoreWindowPosEventFrame;
+    int         IgnoreWindowSizeEventFrame;
+
+    ImGui_ImplGlfw_ViewportData()  { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
+    ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == NULL); }
+};
+
+static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
+{
+    if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
+        viewport->PlatformRequestClose = true;
+}
+
+// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
+// However: depending on the platform the callback may be invoked at different time:
+// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
+// - on Linux it is queued and invoked during glfwPollEvents()
+// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
+// ignore recent glfwSetWindowXXX() calls.
+static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
+{
+    if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
+    {
+        if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
+        {
+            bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
+            //data->IgnoreWindowPosEventFrame = -1;
+            if (ignore_event)
+                return;
+        }
+        viewport->PlatformRequestMove = true;
+    }
+}
+
+static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
+{
+    if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
+    {
+        if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
+        {
+            bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
+            //data->IgnoreWindowSizeEventFrame = -1;
+            if (ignore_event)
+                return;
+        }
+        viewport->PlatformRequestResize = true;
+    }
+}
+
+static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
+    viewport->PlatformUserData = vd;
+
+    // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
+    // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
+    glfwWindowHint(GLFW_VISIBLE, false);
+    glfwWindowHint(GLFW_FOCUSED, false);
+#if GLFW_HAS_FOCUS_ON_SHOW
+    glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
+ #endif
+    glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
+#if GLFW_HAS_WINDOW_TOPMOST
+    glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
+#endif
+    GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : NULL;
+    vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
+    vd->WindowOwned = true;
+    viewport->PlatformHandle = (void*)vd->Window;
+#ifdef _WIN32
+    viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
+#endif
+    glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
+
+    // Install GLFW callbacks for secondary viewports
+    glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
+    glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
+    glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
+    glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
+    glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
+    glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
+    glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
+    glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
+    glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
+    if (bd->ClientApi == GlfwClientApi_OpenGL)
+    {
+        glfwMakeContextCurrent(vd->Window);
+        glfwSwapInterval(0);
+    }
+}
+
+static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
+    {
+        if (vd->WindowOwned)
+        {
+#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
+            HWND hwnd = (HWND)viewport->PlatformHandleRaw;
+            ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
+#endif
+
+            // Release any keys that were pressed in the window being destroyed and are still held down,
+            // because we will not receive any release events after window is destroyed.
+            for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
+                if (bd->KeyOwnerWindows[i] == vd->Window)
+                    ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
+
+            glfwDestroyWindow(vd->Window);
+        }
+        vd->Window = NULL;
+        IM_DELETE(vd);
+    }
+    viewport->PlatformUserData = viewport->PlatformHandle = NULL;
+}
+
+// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
+// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
+#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
+static WNDPROC g_GlfwWndProc = NULL;
+static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (msg == WM_NCHITTEST)
+    {
+        // Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL).
+        // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
+        // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
+        // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
+        ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
+        if (viewport->Flags & ImGuiViewportFlags_NoInputs)
+            return HTTRANSPARENT;
+    }
+    return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
+}
+#endif
+
+static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+
+#if defined(_WIN32)
+    // GLFW hack: Hide icon from task bar
+    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
+    if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
+    {
+        LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
+        ex_style &= ~WS_EX_APPWINDOW;
+        ex_style |= WS_EX_TOOLWINDOW;
+        ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
+    }
+
+    // GLFW hack: install hook for WM_NCHITTEST message handler
+#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
+    ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
+    if (g_GlfwWndProc == NULL)
+        g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
+    ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
+#endif
+
+#if !GLFW_HAS_FOCUS_ON_SHOW
+    // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
+    // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
+    // See https://github.com/glfw/glfw/issues/1189
+    // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
+    if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
+    {
+        ::ShowWindow(hwnd, SW_SHOWNA);
+        return;
+    }
+#endif
+#endif
+
+    glfwShowWindow(vd->Window);
+}
+
+static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    int x = 0, y = 0;
+    glfwGetWindowPos(vd->Window, &x, &y);
+    return ImVec2((float)x, (float)y);
+}
+
+static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
+    glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
+}
+
+static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    int w = 0, h = 0;
+    glfwGetWindowSize(vd->Window, &w, &h);
+    return ImVec2((float)w, (float)h);
+}
+
+static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
+    // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
+    // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
+    // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
+    // on the upper-left corner.
+    int x, y, width, height;
+    glfwGetWindowPos(vd->Window, &x, &y);
+    glfwGetWindowSize(vd->Window, &width, &height);
+    glfwSetWindowPos(vd->Window, x, y - height + size.y);
+#endif
+    vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
+    glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
+}
+
+static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    glfwSetWindowTitle(vd->Window, title);
+}
+
+static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
+{
+#if GLFW_HAS_FOCUS_WINDOW
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    glfwFocusWindow(vd->Window);
+#else
+    // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
+    (void)viewport;
+#endif
+}
+
+static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
+}
+
+static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
+}
+
+#if GLFW_HAS_WINDOW_ALPHA
+static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    glfwSetWindowOpacity(vd->Window, alpha);
+}
+#endif
+
+static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    if (bd->ClientApi == GlfwClientApi_OpenGL)
+        glfwMakeContextCurrent(vd->Window);
+}
+
+static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    if (bd->ClientApi == GlfwClientApi_OpenGL)
+    {
+        glfwMakeContextCurrent(vd->Window);
+        glfwSwapBuffers(vd->Window);
+    }
+}
+
+//--------------------------------------------------------------------------------------------------------
+// IME (Input Method Editor) basic support for e.g. Asian language users
+//--------------------------------------------------------------------------------------------------------
+
+// We provide a Win32 implementation because this is such a common issue for IME users
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
+#define HAS_WIN32_IME   1
+#include <imm.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "imm32")
+#endif
+static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
+{
+    COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } };
+    if (HWND hwnd = (HWND)viewport->PlatformHandleRaw)
+        if (HIMC himc = ::ImmGetContext(hwnd))
+        {
+            ::ImmSetCompositionWindow(himc, &cf);
+            ::ImmReleaseContext(hwnd, himc);
+        }
+}
+#else
+#define HAS_WIN32_IME   0
+#endif
+
+//--------------------------------------------------------------------------------------------------------
+// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
+//--------------------------------------------------------------------------------------------------------
+
+// Avoid including <vulkan.h> so we can build without it
+#if GLFW_HAS_VULKAN
+#ifndef VULKAN_H_
+#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
+#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
+#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
+#else
+#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
+#endif
+VK_DEFINE_HANDLE(VkInstance)
+VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
+struct VkAllocationCallbacks;
+enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
+#endif // VULKAN_H_
+extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
+static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    IM_UNUSED(bd);
+    IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
+    VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
+    return (int)err;
+}
+#endif // GLFW_HAS_VULKAN
+
+static void ImGui_ImplGlfw_InitPlatformInterface()
+{
+    // Register platform interface (will be coupled with a renderer interface)
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
+    platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
+    platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
+    platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
+    platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
+    platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
+    platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
+    platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
+    platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
+    platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
+    platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
+    platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
+    platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
+#if GLFW_HAS_WINDOW_ALPHA
+    platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
+#endif
+#if GLFW_HAS_VULKAN
+    platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
+#endif
+#if HAS_WIN32_IME
+    platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
+#endif
+
+    // Register main window handle (which is owned by the main application, not by us)
+    // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
+    vd->Window = bd->Window;
+    vd->WindowOwned = false;
+    main_viewport->PlatformUserData = vd;
+    main_viewport->PlatformHandle = (void*)bd->Window;
+}
+
+static void ImGui_ImplGlfw_ShutdownPlatformInterface()
+{
+    ImGui::DestroyPlatformWindows();
+}
+
 #if defined(__clang__)
 #pragma clang diagnostic pop
 #endif
diff --git a/backends/imgui_impl_glfw.h b/backends/imgui_impl_glfw.h
index 84fa4b8..966c67b 100644
--- a/backends/imgui_impl_glfw.h
+++ b/backends/imgui_impl_glfw.h
@@ -7,6 +7,11 @@
 //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 //  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+//  [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+
+// Issues:
+//  [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
diff --git a/backends/imgui_impl_metal.h b/backends/imgui_impl_metal.h
index 469516b..180fd77 100644
--- a/backends/imgui_impl_metal.h
+++ b/backends/imgui_impl_metal.h
@@ -4,6 +4,8 @@
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// Missing features:
+//  [ ] Renderer: Multi-viewport / platform windows.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
diff --git a/backends/imgui_impl_metal.mm b/backends/imgui_impl_metal.mm
index 1b15609..57b8efc 100644
--- a/backends/imgui_impl_metal.mm
+++ b/backends/imgui_impl_metal.mm
@@ -4,6 +4,8 @@
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// Missing features:
+//  [ ] Renderer: Multi-viewport / platform windows.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
diff --git a/backends/imgui_impl_opengl2.cpp b/backends/imgui_impl_opengl2.cpp
index 17a6fae..871d9c1 100644
--- a/backends/imgui_impl_opengl2.cpp
+++ b/backends/imgui_impl_opengl2.cpp
@@ -3,6 +3,7 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -19,6 +20,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
 //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
 //  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
@@ -71,6 +73,10 @@
     return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
 }
 
+// Forward Declarations
+static void ImGui_ImplOpenGL2_InitPlatformInterface();
+static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
+
 // Functions
 bool    ImGui_ImplOpenGL2_Init()
 {
@@ -81,6 +87,10 @@
     ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
     io.BackendRendererUserData = (void*)bd;
     io.BackendRendererName = "imgui_impl_opengl2";
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
+
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplOpenGL2_InitPlatformInterface();
 
     return true;
 }
@@ -91,6 +101,7 @@
     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
+    ImGui_ImplOpenGL2_ShutdownPlatformInterface();
     ImGui_ImplOpenGL2_DestroyDeviceObjects();
     io.BackendRendererName = NULL;
     io.BackendRendererUserData = NULL;
@@ -283,3 +294,31 @@
 {
     ImGui_ImplOpenGL2_DestroyFontsTexture();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
+    {
+        ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
+        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+    }
+    ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
+}
+
+static void ImGui_ImplOpenGL2_InitPlatformInterface()
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
+}
+
+static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
+{
+    ImGui::DestroyPlatformWindows();
+}
diff --git a/backends/imgui_impl_opengl2.h b/backends/imgui_impl_opengl2.h
index d00d27f..780204a 100644
--- a/backends/imgui_impl_opengl2.h
+++ b/backends/imgui_impl_opengl2.h
@@ -3,6 +3,7 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp
index 32778c1..7e8b066 100644
--- a/backends/imgui_impl_opengl3.cpp
+++ b/backends/imgui_impl_opengl3.cpp
@@ -5,6 +5,7 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 //  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -14,6 +15,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
 //  2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
 //  2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
@@ -199,6 +201,10 @@
     return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
 }
 
+// Forward Declarations
+static void ImGui_ImplOpenGL3_InitPlatformInterface();
+static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
+
 // Functions
 bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
 {
@@ -240,6 +246,7 @@
     if (bd->GlVersion >= 320)
         io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 #endif
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
 
     // Store GLSL version string so we can refer to it later in case we recreate shaders.
     // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
@@ -277,6 +284,9 @@
     }
 #endif
 
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplOpenGL3_InitPlatformInterface();
+
     return true;
 }
 
@@ -286,6 +296,7 @@
     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
+    ImGui_ImplOpenGL3_ShutdownPlatformInterface();
     ImGui_ImplOpenGL3_DestroyDeviceObjects();
     io.BackendRendererName = NULL;
     io.BackendRendererUserData = NULL;
@@ -802,6 +813,34 @@
     ImGui_ImplOpenGL3_DestroyFontsTexture();
 }
 
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
+    {
+        ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
+        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+    }
+    ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
+}
+
+static void ImGui_ImplOpenGL3_InitPlatformInterface()
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
+}
+
+static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
+{
+    ImGui::DestroyPlatformWindows();
+}
+
 #if defined(__clang__)
 #pragma clang diagnostic pop
 #endif
diff --git a/backends/imgui_impl_opengl3.h b/backends/imgui_impl_opengl3.h
index 98c9aca..84d9135 100644
--- a/backends/imgui_impl_opengl3.h
+++ b/backends/imgui_impl_opengl3.h
@@ -5,6 +5,7 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+//  [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 //  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
diff --git a/backends/imgui_impl_osx.h b/backends/imgui_impl_osx.h
index 37851a3..b0f8e33 100644
--- a/backends/imgui_impl_osx.h
+++ b/backends/imgui_impl_osx.h
@@ -7,6 +7,8 @@
 //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 //  [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// Issues:
+//  [ ] Platform: Multi-viewport / platform windows.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm
index d6e443c..df171c9 100644
--- a/backends/imgui_impl_osx.mm
+++ b/backends/imgui_impl_osx.mm
@@ -7,6 +7,8 @@
 //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 //  [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// Issues:
+//  [ ] Platform: Multi-viewport / platform windows.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
diff --git a/backends/imgui_impl_sdl.cpp b/backends/imgui_impl_sdl.cpp
index 9489f14..99511b6 100644
--- a/backends/imgui_impl_sdl.cpp
+++ b/backends/imgui_impl_sdl.cpp
@@ -8,8 +8,10 @@
 //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 // Missing features:
 //  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+//  [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -18,10 +20,11 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2022-01-XX: Inputs: calling new io.AddKeyEvent() API (1.87+), support for full keys range.
 //  2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
 //  2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
-//  2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
+//  2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
 //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
 //  2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
 //  2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
@@ -55,6 +58,7 @@
 #include "imgui_impl_sdl.h"
 
 // SDL
+// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
 #include <SDL.h>
 #include <SDL_syswm.h>
 #if defined(__APPLE__)
@@ -67,7 +71,14 @@
 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0
 #endif
 #define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH    SDL_VERSION_ATLEAST(2,0,5)
+#define SDL_HAS_WINDOW_ALPHA                SDL_VERSION_ATLEAST(2,0,5)
+#define SDL_HAS_ALWAYS_ON_TOP               SDL_VERSION_ATLEAST(2,0,5)
+#define SDL_HAS_USABLE_DISPLAY_BOUNDS       SDL_VERSION_ATLEAST(2,0,5)
+#define SDL_HAS_PER_MONITOR_DPI             SDL_VERSION_ATLEAST(2,0,4)
 #define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6)
+#if !SDL_HAS_VULKAN
+static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
+#endif
 
 // SDL Data
 struct ImGui_ImplSDL2_Data
@@ -78,6 +89,7 @@
     SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
     char*       ClipboardTextData;
     bool        MouseCanUseGlobalState;
+    bool        UseVulkan;
 
     ImGui_ImplSDL2_Data()   { memset(this, 0, sizeof(*this)); }
 };
@@ -91,6 +103,11 @@
     return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
 }
 
+// Forward Declarations
+static void ImGui_ImplSDL2_UpdateMonitors();
+static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
+static void ImGui_ImplSDL2_ShutdownPlatformInterface();
+
 // Functions
 static const char* ImGui_ImplSDL2_GetClipboardText(void*)
 {
@@ -259,19 +276,30 @@
                 io.AddKeyEvent(key, event->type == SDL_KEYDOWN, event->key.keysym.sym, event->key.keysym.scancode);
             return true;
         }
+    // Multi-viewport support
     case SDL_WINDOWEVENT:
-        {
-            if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
-                io.AddFocusEvent(true);
-            else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
-                io.AddFocusEvent(false);
-            return true;
-        }
+        Uint8 window_event = event->window.event;
+        if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED || window_event == SDL_WINDOWEVENT_FOCUS_GAINED || window_event == SDL_WINDOWEVENT_FOCUS_LOST)
+            if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
+            {
+                if (window_event == SDL_WINDOWEVENT_CLOSE)
+                    viewport->PlatformRequestClose = true;
+                if (window_event == SDL_WINDOWEVENT_MOVED)
+                    viewport->PlatformRequestMove = true;
+                if (window_event == SDL_WINDOWEVENT_RESIZED)
+                    viewport->PlatformRequestResize = true;
+                if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
+                    io.AddFocusEvent(true);
+                else if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
+                    io.AddFocusEvent(false);
+                return true;
+            }
+        break;
     }
     return false;
 }
 
-static bool ImGui_ImplSDL2_Init(SDL_Window* window)
+static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
 {
     ImGuiIO& io = ImGui::GetIO();
     IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
@@ -291,8 +319,10 @@
     ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
     io.BackendPlatformUserData = (void*)bd;
     io.BackendPlatformName = "imgui_impl_sdl";
-    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
-    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;           // We can honor GetMouseCursor() values (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;            // We can honor io.WantSetMousePos requests (optional, rarely used)
+    if (mouse_can_use_global_state)
+        io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;  // We can create multi-viewports on the Platform side (optional)
 
     bd->Window = window;
     bd->MouseCanUseGlobalState = mouse_can_use_global_state;
@@ -312,13 +342,14 @@
     bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
     bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
 
+    // Our mouse update function expect PlatformHandle to be filled for the main viewport
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    main_viewport->PlatformHandle = (void*)window;
 #ifdef _WIN32
     SDL_SysWMinfo info;
     SDL_VERSION(&info.version);
     if (SDL_GetWindowWMInfo(window, &info))
-        io.ImeWindowHandle = info.info.win.window;
-#else
-    (void)window;
+        main_viewport->PlatformHandleRaw = info.info.win.window;
 #endif
 
     // Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
@@ -330,13 +361,20 @@
     SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
 #endif
 
+    // Update monitors
+    ImGui_ImplSDL2_UpdateMonitors();
+
+    // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
+    // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
+    if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
+        ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
+
     return true;
 }
 
 bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
 {
-    IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
-    return ImGui_ImplSDL2_Init(window);
+    return ImGui_ImplSDL2_Init(window, sdl_gl_context);
 }
 
 bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
@@ -344,7 +382,11 @@
 #if !SDL_HAS_VULKAN
     IM_ASSERT(0 && "Unsupported");
 #endif
-    return ImGui_ImplSDL2_Init(window);
+    if (!ImGui_ImplSDL2_Init(window, NULL))
+        return false;
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+    bd->UseVulkan = true;
+    return true;
 }
 
 bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@@ -352,17 +394,17 @@
 #if !defined(_WIN32)
     IM_ASSERT(0 && "Unsupported");
 #endif
-    return ImGui_ImplSDL2_Init(window);
+    return ImGui_ImplSDL2_Init(window, NULL);
 }
 
 bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
 {
-    return ImGui_ImplSDL2_Init(window);
+    return ImGui_ImplSDL2_Init(window, NULL);
 }
 
 bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window)
 {
-    return ImGui_ImplSDL2_Init(window);
+    return ImGui_ImplSDL2_Init(window, NULL);
 }
 
 void ImGui_ImplSDL2_Shutdown()
@@ -371,6 +413,8 @@
     IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
+    ImGui_ImplSDL2_ShutdownPlatformInterface();
+
     if (bd->ClipboardTextData)
         SDL_free(bd->ClipboardTextData);
     for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
@@ -381,6 +425,7 @@
     IM_DELETE(bd);
 }
 
+// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
 static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
 {
     ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@@ -388,6 +433,7 @@
 
     ImVec2 mouse_pos_prev = io.MousePos;
     io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+    io.MouseHoveredViewport = 0;
 
     // Update mouse buttons
     int mouse_x_local, mouse_y_local;
@@ -402,9 +448,9 @@
     SDL_Window* focused_window = SDL_GetKeyboardFocus();
     SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
     SDL_Window* mouse_window = NULL;
-    if (hovered_window && bd->Window == hovered_window)
+    if (hovered_window && (bd->Window == hovered_window || ImGui::FindViewportByPlatformHandle((void*)hovered_window)))
         mouse_window = hovered_window;
-    else if (focused_window && bd->Window == focused_window)
+    else if (focused_window && (bd->Window == focused_window || ImGui::FindViewportByPlatformHandle((void*)focused_window)))
         mouse_window = focused_window;
 
     // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
@@ -415,22 +461,37 @@
 #endif
 
     if (mouse_window == NULL)
-       return;
+        return;
 
     // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
     if (io.WantSetMousePos)
-        SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
+    {
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+            SDL_WarpMouseGlobal((int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
+        else
+#endif
+            SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
+    }
 
     // Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
     if (bd->MouseCanUseGlobalState)
     {
-        // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
-        // Unlike local position obtained earlier this will be valid when straying out of bounds.
         int mouse_x_global, mouse_y_global;
         SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
-        int window_x, window_y;
-        SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
-        io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        {
+            // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
+            io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global);
+        }
+        else
+        {
+            // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
+            // Unlike local position obtained earlier this will be valid when straying out of bounds.
+            int window_x, window_y;
+            SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
+            io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
+        }
     }
     else
     {
@@ -500,6 +561,34 @@
     #undef MAP_ANALOG
 }
 
+// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
+static void ImGui_ImplSDL2_UpdateMonitors()
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Monitors.resize(0);
+    int display_count = SDL_GetNumVideoDisplays();
+    for (int n = 0; n < display_count; n++)
+    {
+        // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
+        ImGuiPlatformMonitor monitor;
+        SDL_Rect r;
+        SDL_GetDisplayBounds(n, &r);
+        monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
+        monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
+#if SDL_HAS_USABLE_DISPLAY_BOUNDS
+        SDL_GetDisplayUsableBounds(n, &r);
+        monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
+        monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
+#endif
+#if SDL_HAS_PER_MONITOR_DPI
+        float dpi = 0.0f;
+        if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
+            monitor.DpiScale = dpi / 96.0f;
+#endif
+        platform_io.Monitors.push_back(monitor);
+    }
+}
+
 static void ImGui_ImplSDL2_UpdateKeyModifiers()
 {
     SDL_Keymod keymod = SDL_GetModState();
@@ -543,3 +632,245 @@
     // Update game controllers (if enabled and available)
     ImGui_ImplSDL2_UpdateGamepads();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
+struct ImGui_ImplSDL2_ViewportData
+{
+    SDL_Window*     Window;
+    Uint32          WindowID;
+    bool            WindowOwned;
+    SDL_GLContext   GLContext;
+
+    ImGui_ImplSDL2_ViewportData() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
+    ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == NULL && GLContext == NULL); }
+};
+
+static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+    ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
+    viewport->PlatformUserData = vd;
+
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
+
+    // Share GL resources with main context
+    bool use_opengl = (main_viewport_data->GLContext != NULL);
+    SDL_GLContext backup_context = NULL;
+    if (use_opengl)
+    {
+        backup_context = SDL_GL_GetCurrentContext();
+        SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
+        SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
+    }
+
+    Uint32 sdl_flags = 0;
+    sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
+    sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
+    sdl_flags |= SDL_WINDOW_HIDDEN;
+    sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
+    sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
+#if !defined(_WIN32)
+    // See SDL hack in ImGui_ImplSDL2_ShowWindow().
+    sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
+#endif
+#if SDL_HAS_ALWAYS_ON_TOP
+    sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
+#endif
+    vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
+    vd->WindowOwned = true;
+    if (use_opengl)
+    {
+        vd->GLContext = SDL_GL_CreateContext(vd->Window);
+        SDL_GL_SetSwapInterval(0);
+    }
+    if (use_opengl && backup_context)
+        SDL_GL_MakeCurrent(vd->Window, backup_context);
+
+    viewport->PlatformHandle = (void*)vd->Window;
+#if defined(_WIN32)
+    SDL_SysWMinfo info;
+    SDL_VERSION(&info.version);
+    if (SDL_GetWindowWMInfo(vd->Window, &info))
+        viewport->PlatformHandleRaw = info.info.win.window;
+#endif
+}
+
+static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
+{
+    if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
+    {
+        if (vd->GLContext && vd->WindowOwned)
+            SDL_GL_DeleteContext(vd->GLContext);
+        if (vd->Window && vd->WindowOwned)
+            SDL_DestroyWindow(vd->Window);
+        vd->GLContext = NULL;
+        vd->Window = NULL;
+        IM_DELETE(vd);
+    }
+    viewport->PlatformUserData = viewport->PlatformHandle = NULL;
+}
+
+static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+#if defined(_WIN32)
+    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
+
+    // SDL hack: Hide icon from task bar
+    // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
+    if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
+    {
+        LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
+        ex_style &= ~WS_EX_APPWINDOW;
+        ex_style |= WS_EX_TOOLWINDOW;
+        ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
+    }
+
+    // SDL hack: SDL always activate/focus windows :/
+    if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
+    {
+        ::ShowWindow(hwnd, SW_SHOWNA);
+        return;
+    }
+#endif
+
+    SDL_ShowWindow(vd->Window);
+}
+
+static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+    int x = 0, y = 0;
+    SDL_GetWindowPosition(vd->Window, &x, &y);
+    return ImVec2((float)x, (float)y);
+}
+
+static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+    SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
+}
+
+static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+    int w = 0, h = 0;
+    SDL_GetWindowSize(vd->Window, &w, &h);
+    return ImVec2((float)w, (float)h);
+}
+
+static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+    SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
+}
+
+static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+    SDL_SetWindowTitle(vd->Window, title);
+}
+
+#if SDL_HAS_WINDOW_ALPHA
+static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+    SDL_SetWindowOpacity(vd->Window, alpha);
+}
+#endif
+
+static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+    SDL_RaiseWindow(vd->Window);
+}
+
+static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+    return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
+}
+
+static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+    return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
+}
+
+static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+    if (vd->GLContext)
+        SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
+}
+
+static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+    if (vd->GLContext)
+    {
+        SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
+        SDL_GL_SwapWindow(vd->Window);
+    }
+}
+
+// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
+// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
+#if SDL_HAS_VULKAN
+#include <SDL_vulkan.h>
+static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
+{
+    ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
+    (void)vk_allocator;
+    SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
+    return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
+}
+#endif // SDL_HAS_VULKAN
+
+static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
+{
+    // Register platform interface (will be coupled with a renderer interface)
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
+    platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
+    platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
+    platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
+    platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
+    platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
+    platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
+    platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
+    platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
+    platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
+    platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
+    platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
+    platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
+#if SDL_HAS_WINDOW_ALPHA
+    platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
+#endif
+#if SDL_HAS_VULKAN
+    platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
+#endif
+
+    // Register main window handle (which is owned by the main application, not by us)
+    // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
+    vd->Window = window;
+    vd->WindowID = SDL_GetWindowID(window);
+    vd->WindowOwned = false;
+    vd->GLContext = sdl_gl_context;
+    main_viewport->PlatformUserData = vd;
+    main_viewport->PlatformHandle = vd->Window;
+}
+
+static void ImGui_ImplSDL2_ShutdownPlatformInterface()
+{
+    ImGui::DestroyPlatformWindows();
+}
diff --git a/backends/imgui_impl_sdl.h b/backends/imgui_impl_sdl.h
index 3db454c..62d5001 100644
--- a/backends/imgui_impl_sdl.h
+++ b/backends/imgui_impl_sdl.h
@@ -7,8 +7,10 @@
 //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 // Missing features:
 //  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+//  [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
diff --git a/backends/imgui_impl_sdlrenderer.cpp b/backends/imgui_impl_sdlrenderer.cpp
index ca4c432..392729e 100644
--- a/backends/imgui_impl_sdlrenderer.cpp
+++ b/backends/imgui_impl_sdlrenderer.cpp
@@ -12,6 +12,7 @@
 //  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 // Missing features:
+//  [ ] Renderer: Multi-viewport support (multiple windows).
 
 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
diff --git a/backends/imgui_impl_sdlrenderer.h b/backends/imgui_impl_sdlrenderer.h
index 51a1c45..37adce6 100644
--- a/backends/imgui_impl_sdlrenderer.h
+++ b/backends/imgui_impl_sdlrenderer.h
@@ -11,6 +11,8 @@
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// Missing features:
+//  [ ] Renderer: Multi-viewport support (multiple windows).
 
 #pragma once
 #include "imgui.h"      // IMGUI_IMPL_API
diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp
index aa6a3dd..c9de325 100644
--- a/backends/imgui_impl_vulkan.cpp
+++ b/backends/imgui_impl_vulkan.cpp
@@ -3,6 +3,7 @@
 
 // Implemented features:
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+//  [x] Platform: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
 // Missing features:
 //  [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
 
@@ -23,6 +24,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
 //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
 //  2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
@@ -78,6 +80,18 @@
     ImGui_ImplVulkanH_FrameRenderBuffers*   FrameRenderBuffers;
 };
 
+// For multi-viewport support:
+// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
+struct ImGui_ImplVulkan_ViewportData
+{
+    bool                                    WindowOwned;
+    ImGui_ImplVulkanH_Window                Window;             // Used by secondary viewports only
+    ImGui_ImplVulkanH_WindowRenderBuffers   RenderBuffers;      // Used by all viewports
+
+    ImGui_ImplVulkan_ViewportData()         { WindowOwned = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
+    ~ImGui_ImplVulkan_ViewportData()        { }
+};
+
 // Vulkan data
 struct ImGui_ImplVulkan_Data
 {
@@ -101,7 +115,7 @@
     VkDeviceMemory              UploadBufferMemory;
     VkBuffer                    UploadBuffer;
 
-    // Render buffers
+    // Render buffers for main window
     ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
 
     ImGui_ImplVulkan_Data()
@@ -118,6 +132,7 @@
 void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
 void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
 void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
+void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator);
 void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
 void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
 
@@ -187,7 +202,18 @@
     IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
     IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
     IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
-    IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets)
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \
+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR)
 
 // Define function pointers
 #define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
@@ -199,6 +225,10 @@
 // SHADERS
 //-----------------------------------------------------------------------------
 
+// Forward Declarations
+static void ImGui_ImplVulkan_InitPlatformInterface();
+static void ImGui_ImplVulkan_ShutdownPlatformInterface();
+
 // glsl_shader.vert, compiled with:
 // # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
 /*
@@ -432,8 +462,10 @@
     if (pipeline == VK_NULL_HANDLE)
         pipeline = bd->Pipeline;
 
-    // Allocate array to store enough vertex/index buffers
-    ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
+    // Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage.
+    ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData;
+    IM_ASSERT(viewport_renderer_data != NULL);
+    ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers;
     if (wrb->FrameRenderBuffers == NULL)
     {
         wrb->Index = 0;
@@ -991,7 +1023,7 @@
 {
     ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
     ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
-    ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
+    ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
     ImGui_ImplVulkan_DestroyFontUploadObjects();
 
     if (bd->ShaderModuleVert)     { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
@@ -1038,6 +1070,7 @@
     io.BackendRendererUserData = (void*)bd;
     io.BackendRendererName = "imgui_impl_vulkan";
     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
 
     IM_ASSERT(info->Instance != VK_NULL_HANDLE);
     IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
@@ -1054,6 +1087,13 @@
 
     ImGui_ImplVulkan_CreateDeviceObjects();
 
+    // Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window)
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)();
+
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplVulkan_InitPlatformInterface();
+
     return true;
 }
 
@@ -1063,7 +1103,18 @@
     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
+    // First destroy objects in all viewports
     ImGui_ImplVulkan_DestroyDeviceObjects();
+
+    // Manually delete main viewport render data in-case we haven't initialized for viewports
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)main_viewport->RendererUserData)
+        IM_DELETE(vd);
+    main_viewport->RendererUserData = NULL;
+
+    // Clean up windows
+    ImGui_ImplVulkan_ShutdownPlatformInterface();
+
     io.BackendRendererName = NULL;
     io.BackendRendererUserData = NULL;
     IM_DELETE(bd);
@@ -1083,10 +1134,12 @@
     if (bd->VulkanInitInfo.MinImageCount == min_image_count)
         return;
 
+    IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains!
     ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
     VkResult err = vkDeviceWaitIdle(v->Device);
     check_vk_result(err);
-    ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
+    ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
+
     bd->VulkanInitInfo.MinImageCount = min_image_count;
 }
 
@@ -1408,6 +1461,7 @@
     IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
     (void)instance;
     ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
+    //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_VulkanInitInfo.Subpass);
     ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
 }
 
@@ -1472,3 +1526,201 @@
     buffers->Index = 0;
     buffers->Count = 0;
 }
+
+void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator)
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    for (int n = 0; n < platform_io.Viewports.Size; n++)
+        if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)platform_io.Viewports[n]->RendererUserData)
+            ImGui_ImplVulkanH_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator);
+}
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)();
+    viewport->RendererUserData = vd;
+    ImGui_ImplVulkanH_Window* wd = &vd->Window;
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+
+    // Create surface
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface);
+    check_vk_result(err);
+
+    // Check for WSI support
+    VkBool32 res;
+    vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res);
+    if (res != VK_TRUE)
+    {
+        IM_ASSERT(0); // Error: no WSI support on physical device
+        return;
+    }
+
+    // Select Surface Format
+    const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
+    const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+    wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
+
+    // Select Present Mode
+    // FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1)
+    VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
+    wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
+    //printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode);
+
+    // Create SwapChain, RenderPass, Framebuffer, etc.
+    wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
+    ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount);
+    vd->WindowOwned = true;
+}
+
+static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
+{
+    // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData)
+    {
+        ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+        if (vd->WindowOwned)
+            ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &vd->Window, v->Allocator);
+        ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator);
+        IM_DELETE(vd);
+    }
+    viewport->RendererUserData = NULL;
+}
+
+static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
+    if (vd == NULL) // This is NULL for the main viewport (which is left to the user/app to handle)
+        return;
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+    vd->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
+    ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount);
+}
+
+static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
+    ImGui_ImplVulkanH_Window* wd = &vd->Window;
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+    VkResult err;
+
+    ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
+    ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
+    {
+        {
+          err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+          check_vk_result(err);
+          fd = &wd->Frames[wd->FrameIndex];
+        }
+        for (;;)
+        {
+            err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100);
+            if (err == VK_SUCCESS) break;
+            if (err == VK_TIMEOUT) continue;
+            check_vk_result(err);
+        }
+        {
+            err = vkResetCommandPool(v->Device, fd->CommandPool, 0);
+            check_vk_result(err);
+            VkCommandBufferBeginInfo info = {};
+            info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+            info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+            err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
+            check_vk_result(err);
+        }
+        {
+            ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
+            memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
+
+            VkRenderPassBeginInfo info = {};
+            info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+            info.renderPass = wd->RenderPass;
+            info.framebuffer = fd->Framebuffer;
+            info.renderArea.extent.width = wd->Width;
+            info.renderArea.extent.height = wd->Height;
+            info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1;
+            info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? NULL : &wd->ClearValue;
+            vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
+        }
+    }
+
+    ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, wd->Pipeline);
+
+    {
+        vkCmdEndRenderPass(fd->CommandBuffer);
+        {
+            VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+            VkSubmitInfo info = {};
+            info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+            info.waitSemaphoreCount = 1;
+            info.pWaitSemaphores = &fsd->ImageAcquiredSemaphore;
+            info.pWaitDstStageMask = &wait_stage;
+            info.commandBufferCount = 1;
+            info.pCommandBuffers = &fd->CommandBuffer;
+            info.signalSemaphoreCount = 1;
+            info.pSignalSemaphores = &fsd->RenderCompleteSemaphore;
+
+            err = vkEndCommandBuffer(fd->CommandBuffer);
+            check_vk_result(err);
+            err = vkResetFences(v->Device, 1, &fd->Fence);
+            check_vk_result(err);
+            err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence);
+            check_vk_result(err);
+        }
+    }
+}
+
+static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+    ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
+    ImGui_ImplVulkanH_Window* wd = &vd->Window;
+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+
+    VkResult err;
+    uint32_t present_index = wd->FrameIndex;
+
+    ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
+    VkPresentInfoKHR info = {};
+    info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+    info.waitSemaphoreCount = 1;
+    info.pWaitSemaphores = &fsd->RenderCompleteSemaphore;
+    info.swapchainCount = 1;
+    info.pSwapchains = &wd->Swapchain;
+    info.pImageIndices = &present_index;
+    err = vkQueuePresentKHR(v->Queue, &info);
+    if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+        ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount);
+    else
+        check_vk_result(err);
+
+    wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount;         // This is for the next vkWaitForFences()
+    wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
+}
+
+void ImGui_ImplVulkan_InitPlatformInterface()
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        IM_ASSERT(platform_io.Platform_CreateVkSurface != NULL && "Platform needs to setup the CreateVkSurface handler.");
+    platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow;
+    platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow;
+    platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize;
+    platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow;
+    platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers;
+}
+
+void ImGui_ImplVulkan_ShutdownPlatformInterface()
+{
+    ImGui::DestroyPlatformWindows();
+}
diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h
index c770d0c..58b68f0 100644
--- a/backends/imgui_impl_vulkan.h
+++ b/backends/imgui_impl_vulkan.h
@@ -4,9 +4,10 @@
 // Implemented features:
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 // Missing features:
+//  [ ] Platform: Multi-viewport / platform windows.
 //  [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
 
-// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
@@ -81,8 +82,8 @@
 // You probably do NOT need to use or care about those functions.
 // Those functions only exist because:
 //   1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
-//   2) the upcoming multi-viewport feature will need them internally.
-// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
+//   2) the multi-viewport / platform window implementation needs them internally.
+// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
 // but it is too much code to duplicate everywhere so we exceptionally expose them.
 //
 // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp
index 29003c1..d3bded5 100644
--- a/backends/imgui_impl_win32.cpp
+++ b/backends/imgui_impl_win32.cpp
@@ -6,6 +6,7 @@
 //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -33,6 +34,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2022-01-XX: Inputs: calling new io.AddKeyEvent() API (1.87+), support for full keys range.
 //  2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
 //  2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
@@ -69,6 +71,11 @@
 //  2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
 //  2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
 
+// Forward Declarations
+static void ImGui_ImplWin32_InitPlatformInterface();
+static void ImGui_ImplWin32_ShutdownPlatformInterface();
+static void ImGui_ImplWin32_UpdateMonitors();
+
 struct ImGui_ImplWin32_Data
 {
     HWND                        hWnd;
@@ -79,6 +86,7 @@
     ImGuiMouseCursor            LastMouseCursor;
     bool                        HasGamepad;
     bool                        WantUpdateHasGamepad;
+    bool                        WantUpdateMonitors;
 
 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
     HMODULE                     XInputDLL;
@@ -116,14 +124,21 @@
     io.BackendPlatformName = "imgui_impl_win32";
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
+    io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
 
     bd->hWnd = (HWND)hwnd;
     bd->WantUpdateHasGamepad = true;
+    bd->WantUpdateMonitors = true;
     bd->TicksPerSecond = perf_frequency;
     bd->Time = perf_counter;
     bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
 
-    io.ImeWindowHandle = hwnd;
+    // Our mouse update function expect PlatformHandle to be filled for the main viewport
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplWin32_InitPlatformInterface();
 
     // Dynamically load XInput library
 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
@@ -154,6 +169,8 @@
     IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
+    ImGui_ImplWin32_ShutdownPlatformInterface();
+
     // Unload XInput library
 #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
     if (bd->XInputDLL)
@@ -229,6 +246,8 @@
     io.KeySuper = IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN);
 }
 
+// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
+// Because of that, it is a little more complicated than your typical single-viewport binding code!
 static void ImGui_ImplWin32_UpdateMousePos()
 {
     ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
@@ -237,30 +256,58 @@
 
     const ImVec2 mouse_pos_prev = io.MousePos;
     io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+    io.MouseHoveredViewport = 0;
 
     // Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
     HWND focused_window = ::GetForegroundWindow();
     HWND hovered_window = bd->MouseHwnd;
     HWND mouse_window = NULL;
-    if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd)))
+    if (hovered_window && (hovered_window == bd->hWnd || ::IsChild(hovered_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)hovered_window)))
         mouse_window = hovered_window;
-    else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd)))
+    else if (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui::FindViewportByPlatformHandle((void*)focused_window)))
         mouse_window = focused_window;
     if (mouse_window == NULL)
         return;
 
     // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+    // (When multi-viewports are enabled, all Dear ImGui positions are same as OS positions)
     if (io.WantSetMousePos)
     {
         POINT pos = { (int)mouse_pos_prev.x, (int)mouse_pos_prev.y };
-        if (::ClientToScreen(bd->hWnd, &pos))
-            ::SetCursorPos(pos.x, pos.y);
+        if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
+            ::ClientToScreen(mouse_window, &pos);
+        ::SetCursorPos(pos.x, pos.y);
     }
 
     // Set Dear ImGui mouse position from OS position
-    POINT pos;
-    if (::GetCursorPos(&pos) && ::ScreenToClient(mouse_window, &pos))
-        io.MousePos = ImVec2((float)pos.x, (float)pos.y);
+    POINT mouse_screen_pos;
+    if (!::GetCursorPos(&mouse_screen_pos))
+        return;
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
+        // This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.
+        io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y);
+    }
+    else
+    {
+        // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
+        // This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.
+        POINT mouse_client_pos = mouse_screen_pos;
+        ::ScreenToClient(bd->hWnd, &mouse_client_pos);
+        io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y);
+    }
+
+    // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
+    // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
+    // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
+    // - This is _regardless_ of whether another viewport is focused or being dragged from.
+    // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
+    // rectangles and last focused time of every viewports it knows about. It will be unaware of foreign windows that may be sitting between or over your windows.
+    if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
+        if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
+            if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated?
+                io.MouseHoveredViewport = viewport->ID;
 }
 
 // Gamepad navigation mapping
@@ -313,6 +360,34 @@
 #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
 }
 
+static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
+{
+    MONITORINFO info = {};
+    info.cbSize = sizeof(MONITORINFO);
+    if (!::GetMonitorInfo(monitor, &info))
+        return TRUE;
+    ImGuiPlatformMonitor imgui_monitor;
+    imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
+    imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
+    imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
+    imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
+    imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
+    ImGuiPlatformIO& io = ImGui::GetPlatformIO();
+    if (info.dwFlags & MONITORINFOF_PRIMARY)
+        io.Monitors.push_front(imgui_monitor);
+    else
+        io.Monitors.push_back(imgui_monitor);
+    return TRUE;
+}
+
+static void ImGui_ImplWin32_UpdateMonitors()
+{
+    ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+    ImGui::GetPlatformIO().Monitors.resize(0);
+    ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
+    bd->WantUpdateMonitors = false;
+}
+
 void    ImGui_ImplWin32_NewFrame()
 {
     ImGuiIO& io = ImGui::GetIO();
@@ -323,6 +398,8 @@
     RECT rect = { 0, 0, 0, 0 };
     ::GetClientRect(bd->hWnd, &rect);
     io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+    if (bd->WantUpdateMonitors)
+        ImGui_ImplWin32_UpdateMonitors();
 
     // Setup time step
     INT64 current_time = 0;
@@ -606,6 +683,9 @@
         if ((UINT)wParam == DBT_DEVNODES_CHANGED)
             bd->WantUpdateHasGamepad = true;
         return 0;
+    case WM_DISPLAYCHANGE:
+        bd->WantUpdateMonitors = true;
+        return 0;
     }
     return 0;
 }
@@ -670,6 +750,10 @@
 // Helper function to enable DPI awareness without setting up a manifest
 void ImGui_ImplWin32_EnableDpiAwareness()
 {
+    // Make sure monitors will be updated with latest correct scaling
+    if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
+        bd->WantUpdateMonitors = true;
+
     if (_IsWindows10OrGreater())
     {
         static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
@@ -729,6 +813,358 @@
     return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
 }
 
+
+//--------------------------------------------------------------------------------------------------------
+// IME (Input Method Editor) basic support for e.g. Asian language users
+//--------------------------------------------------------------------------------------------------------
+
+#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions
+#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
+#endif
+
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
+#define HAS_WIN32_IME   1
+#include <imm.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "imm32")
+#endif
+static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
+{
+    COMPOSITIONFORM cf = { CFS_FORCE_POSITION,{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },{ 0, 0, 0, 0 } };
+    if (HWND hwnd = (HWND)viewport->PlatformHandle)
+        if (HIMC himc = ::ImmGetContext(hwnd))
+        {
+            ::ImmSetCompositionWindow(himc, &cf);
+            ::ImmReleaseContext(hwnd, himc);
+        }
+}
+#else
+#define HAS_WIN32_IME   0
+#endif
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
+struct ImGui_ImplWin32_ViewportData
+{
+    HWND    Hwnd;
+    bool    HwndOwned;
+    DWORD   DwStyle;
+    DWORD   DwExStyle;
+
+    ImGui_ImplWin32_ViewportData() { Hwnd = NULL; HwndOwned = false;  DwStyle = DwExStyle = 0; }
+    ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == NULL); }
+};
+
+static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
+{
+    if (flags & ImGuiViewportFlags_NoDecoration)
+        *out_style = WS_POPUP;
+    else
+        *out_style = WS_OVERLAPPEDWINDOW;
+
+    if (flags & ImGuiViewportFlags_NoTaskBarIcon)
+        *out_ex_style = WS_EX_TOOLWINDOW;
+    else
+        *out_ex_style = WS_EX_APPWINDOW;
+
+    if (flags & ImGuiViewportFlags_TopMost)
+        *out_ex_style |= WS_EX_TOPMOST;
+}
+
+static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
+    viewport->PlatformUserData = vd;
+
+    // Select style and parent window
+    ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
+    HWND parent_window = NULL;
+    if (viewport->ParentViewportId != 0)
+        if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId))
+            parent_window = (HWND)parent_viewport->PlatformHandle;
+
+    // Create window
+    RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
+    ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
+    vd->Hwnd = ::CreateWindowEx(
+        vd->DwExStyle, _T("ImGui Platform"), _T("Untitled"), vd->DwStyle,   // Style, class name, window name
+        rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top,    // Window area
+        parent_window, NULL, ::GetModuleHandle(NULL), NULL);                    // Parent window, Menu, Instance, Param
+    vd->HwndOwned = true;
+    viewport->PlatformRequestResize = false;
+    viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
+}
+
+static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+    if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
+    {
+        if (::GetCapture() == vd->Hwnd)
+        {
+            // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
+            ::ReleaseCapture();
+            ::SetCapture(bd->hWnd);
+        }
+        if (vd->Hwnd && vd->HwndOwned)
+            ::DestroyWindow(vd->Hwnd);
+        vd->Hwnd = NULL;
+        IM_DELETE(vd);
+    }
+    viewport->PlatformUserData = viewport->PlatformHandle = NULL;
+}
+
+static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
+    IM_ASSERT(vd->Hwnd != 0);
+    if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
+        ::ShowWindow(vd->Hwnd, SW_SHOWNA);
+    else
+        ::ShowWindow(vd->Hwnd, SW_SHOW);
+}
+
+static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
+{
+    // (Optional) Update Win32 style if it changed _after_ creation.
+    // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
+    ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
+    IM_ASSERT(vd->Hwnd != 0);
+    DWORD new_style;
+    DWORD new_ex_style;
+    ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
+
+    // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
+    if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
+    {
+        // (Optional) Update TopMost state if it changed _after_ creation
+        bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
+        HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
+        UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
+
+        // Apply flags and position (since it is affected by flags)
+        vd->DwStyle = new_style;
+        vd->DwExStyle = new_ex_style;
+        ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
+        ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
+        RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
+        ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
+        ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
+        ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
+        viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
+    }
+}
+
+static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
+{
+    ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
+    IM_ASSERT(vd->Hwnd != 0);
+    POINT pos = { 0, 0 };
+    ::ClientToScreen(vd->Hwnd, &pos);
+    return ImVec2((float)pos.x, (float)pos.y);
+}
+
+static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
+{
+    ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
+    IM_ASSERT(vd->Hwnd != 0);
+    RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
+    ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle);
+    ::SetWindowPos(vd->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
+}
+
+static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
+{
+    ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
+    IM_ASSERT(vd->Hwnd != 0);
+    RECT rect;
+    ::GetClientRect(vd->Hwnd, &rect);
+    return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
+}
+
+static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
+    IM_ASSERT(vd->Hwnd != 0);
+    RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
+    ::AdjustWindowRectEx(&rect, vd->DwStyle, FALSE, vd->DwExStyle); // Client to Screen
+    ::SetWindowPos(vd->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
+}
+
+static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
+{
+    ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
+    IM_ASSERT(vd->Hwnd != 0);
+    ::BringWindowToTop(vd->Hwnd);
+    ::SetForegroundWindow(vd->Hwnd);
+    ::SetFocus(vd->Hwnd);
+}
+
+static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
+{
+    ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
+    IM_ASSERT(vd->Hwnd != 0);
+    return ::GetForegroundWindow() == vd->Hwnd;
+}
+
+static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
+{
+    ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
+    IM_ASSERT(vd->Hwnd != 0);
+    return ::IsIconic(vd->Hwnd) != 0;
+}
+
+static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
+{
+    // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
+    ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
+    IM_ASSERT(vd->Hwnd != 0);
+    int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0);
+    ImVector<wchar_t> title_w;
+    title_w.resize(n);
+    ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
+    ::SetWindowTextW(vd->Hwnd, title_w.Data);
+}
+
+static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
+{
+    ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
+    IM_ASSERT(vd->Hwnd != 0);
+    IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
+    if (alpha < 1.0f)
+    {
+        DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
+        ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
+        ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
+    }
+    else
+    {
+        DWORD style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
+        ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, style);
+    }
+}
+
+static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
+{
+    ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
+    IM_ASSERT(vd->Hwnd != 0);
+    return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
+}
+
+// FIXME-DPI: Testing DPI related ideas
+static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
+{
+    (void)viewport;
+#if 0
+    ImGuiStyle default_style;
+    //default_style.WindowPadding = ImVec2(0, 0);
+    //default_style.WindowBorderSize = 0.0f;
+    //default_style.ItemSpacing.y = 3.0f;
+    //default_style.FramePadding = ImVec2(0, 0);
+    default_style.ScaleAllSizes(viewport->DpiScale);
+    ImGuiStyle& style = ImGui::GetStyle();
+    style = default_style;
+#endif
+}
+
+static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
+    {
+        switch (msg)
+        {
+        case WM_CLOSE:
+            viewport->PlatformRequestClose = true;
+            return 0;
+        case WM_MOVE:
+            viewport->PlatformRequestMove = true;
+            break;
+        case WM_SIZE:
+            viewport->PlatformRequestResize = true;
+            break;
+        case WM_MOUSEACTIVATE:
+            if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
+                return MA_NOACTIVATE;
+            break;
+        case WM_NCHITTEST:
+            // Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL).
+            // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
+            // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
+            // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
+            if (viewport->Flags & ImGuiViewportFlags_NoInputs)
+                return HTTRANSPARENT;
+            break;
+        }
+    }
+
+    return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+static void ImGui_ImplWin32_InitPlatformInterface()
+{
+    WNDCLASSEX wcex;
+    wcex.cbSize = sizeof(WNDCLASSEX);
+    wcex.style = CS_HREDRAW | CS_VREDRAW;
+    wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
+    wcex.cbClsExtra = 0;
+    wcex.cbWndExtra = 0;
+    wcex.hInstance = ::GetModuleHandle(NULL);
+    wcex.hIcon = NULL;
+    wcex.hCursor = NULL;
+    wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
+    wcex.lpszMenuName = NULL;
+    wcex.lpszClassName = _T("ImGui Platform");
+    wcex.hIconSm = NULL;
+    ::RegisterClassEx(&wcex);
+
+    ImGui_ImplWin32_UpdateMonitors();
+
+    // Register platform interface (will be coupled with a renderer interface)
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
+    platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
+    platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
+    platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
+    platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
+    platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
+    platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
+    platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
+    platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
+    platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
+    platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
+    platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
+    platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
+    platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
+    platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
+#if HAS_WIN32_IME
+    platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
+#endif
+
+    // Register main window handle (which is owned by the main application, not by us)
+    // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+    ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
+    vd->Hwnd = bd->hWnd;
+    vd->HwndOwned = false;
+    main_viewport->PlatformUserData = vd;
+    main_viewport->PlatformHandle = (void*)bd->hWnd;
+}
+
+static void ImGui_ImplWin32_ShutdownPlatformInterface()
+{
+    ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL));
+    ImGui::DestroyPlatformWindows();
+}
+
 //---------------------------------------------------------------------------------------------------------
 // Transparency related helpers (optional)
 //--------------------------------------------------------------------------------------------------------
diff --git a/backends/imgui_impl_win32.h b/backends/imgui_impl_win32.h
index a04b6a7..3b000d0 100644
--- a/backends/imgui_impl_win32.h
+++ b/backends/imgui_impl_win32.h
@@ -6,6 +6,7 @@
 //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 8b5bfd6..b499afc 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -32,6 +32,74 @@
 
 
 -----------------------------------------------------------------------
+ DOCKING+MULTI-VIEWPORT BRANCH (In Progress)
+-----------------------------------------------------------------------
+
+DOCKING FEATURES
+(see https://github.com/ocornut/imgui/wiki/Docking for quick intro)
+
+- Added Docking system: [BETA] (#2109, #351)
+  - Added ImGuiConfigFlags_DockingEnable flag to enable Docking.
+    Set with `io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;`.
+  - Added DockSpace(), DockSpaceOverViewport() API.
+  - Added ImGuiDockNodeFlags flags for DockSpace().
+  - Added SetNextWindowDockID(), SetNextWindowClass() API.
+  - Added GetWindowDockID(), IsWindowDocked() API.
+  - Added ImGuiWindowFlags_NoDocking window flag to disable the possibility for a window to be docked.
+    Popup, Menu and Child windows always have the ImGuiWindowFlags_NoDocking flag set.
+  - Added ImGuiWindowClass to specify advanced docking/viewport related flags via SetNextWindowClass().
+  - Added io.ConfigDockingNoSplit option.
+  - Added io.ConfigDockingWithShift option.
+  - Added io.ConfigDockingAlwaysTabBar option.
+  - Added io.ConfigDockingTransparentPayload option.
+  - Style: Added ImGuiCol_DockingPreview, ImGuiCol_DockingEmptyBg colors.
+  - Demo: Added "DockSpace" example app showcasing use of explicit dockspace nodes.
+
+MULTI-VIEWPORT FEATURES
+(see https://github.com/ocornut/imgui/wiki/Multi-Viewports for quick intro)
+
+Breaking Changes:
+
+- IMPORTANT: When multi-viewports are enabled (with io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable),
+  all coordinates/positions will be in your natural OS coordinates space. It means that:
+   - Reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are _probably_ not what you want anymore.
+     Use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos).
+   - Likewise io.MousePos and GetMousePos() will use OS coordinates.
+     If you query mouse positions to interact with non-imgui coordinates you will need to offset them.
+     e.g. subtract GetWindowViewport()->Pos.
+- IO: Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
+- IO: Removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (they were marked obsoleted, used to clip within the (0,0)..(DisplaySize) range).
+
+Other changes:
+(FIXME: This need a fuller explanation!)
+
+- Added ImGuiPlatformIO structure and GetPlatformIO().
+  - Similarly to ImGuiIO and GetIO(), this structure is the main point of communication for backends supporting multi-viewports.
+  - Backend sets functions in ImGuiPlatformIO to manipulate platform windows.
+  - ImGuiPlatformIO::Monitors is a list of platform monitors (input from backend)
+  - ImGuiPlatformIO::Viewports is a list of viewports (output from dear imgui)
+- Added ImGuiPlatformMonitor to feed OS monitor information in the ImGuiPlatformIO::Monitors.
+- Added GetWindowViewport(), SetNextWindowViewport().
+- Added GetWindowDpiScale().
+- Added GetOverlayDrawList(ImGuiViewport* viewport).
+  The no-parameter version of GetOverlayDrawList() return the overlay for the current window's viewport.
+- Added UpdatePlatformWindows(), RenderPlatformWindowsDefault(), DestroyPlatformWindows() for usage in application setup.
+- Added FindViewportByID(), FindViewportByPlatformHandle() for usage by backends.
+- Added ImGuiConfigFlags_ViewportsEnable configuration flag and other viewport options.
+- Added io.ConfigViewportsNoAutoMerge option.
+- Added io.ConfigViewportsNoTaskBarIcon option.
+- Added io.ConfigViewportsNoDecoration option.
+- Added io.ConfigViewportsNoDefaultParent option.
+- Added ImGuiBackendFlags_PlatformHasViewports, ImGuiBackendFlags_RendererHasViewports, ImGuiBackendFlags_HasMouseHoveredViewport backend flags.
+- Added io.MouseHoveredViewport (optional _even_ for multi-viewport support, tied to ImGuiBackendFlags_HasMouseHoveredViewport flag).
+- Expanded ImGuiViewport structure, ImGuiViewportFlags flags.
+- Added ImGuiWindowClass and SetNextWindowClass() for passing viewport related hints to the OS/platform back-end.
+- Examples: Renderer: OpenGL2, OpenGL3, DirectX9, DirectX10, DirectX11, DirectX12, Vulkan: Added support for multi-viewports.
+- Examples: Platforms: Win32, GLFW, SDL2: Added support for multi-viewports.
+  Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117.
+
+
+-----------------------------------------------------------------------
  VERSION 1.87 WIP (In Progress)
 -----------------------------------------------------------------------
 
@@ -81,6 +149,11 @@
 - Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz]
   Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
 
+Docking+Viewports Branch:
+
+- Viewports: Fixed a CTRL+TAB crash with viewports enabled when the window list needs to appears in
+  its own viewport (regression from 1.86). (#4023, #787)
+
 
 -----------------------------------------------------------------------
  VERSION 1.86 (Released 2021-12-22)
@@ -177,6 +250,24 @@
   wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the
   in-flux specs says. (#4766) [@meshula]
 
+Docking+Viewports Branch:
+
+- Docking: Revert removal of io.ConfigDockingWithShift config option (removed in 1.83). (#4643)
+- Docking: Fixed a bug undocking windows docked into a non-visible or _KeepAliveOnly dockspace
+  when unrelated windows submitted before the dockspace have dynamic visibility. (#4757)
+- Docking, Style: Docked windows honor ImGuiCol_WindowBg. (#2700, #2539)
+- Docking, Style: Docked windows honor display their border properly. (#2522)
+- Docking: Fixed incorrectly rounded tab bars for dock node that are not at the top of their dock tree.
+- Docking: Fixed single-frame node pos/size inconsistencies when window stop or start being submitted.
+- Docking: Prevent docking any window created above a popup/modal. (#4317)
+- Viewports: Made it possible to explicitly assign ImGuiWindowClass::ParentViewportId to 0 in order
+  to ensure a window is not parented. Previously this would use the global default (which might be 0,
+  but not always as it would depend on io.ConfigViewportsNoDefaultParent). (#3152, #2871)
+- Viewports: Fixed tooltip in own viewport over modal from being incorrectly dimmed. (#4729)
+- Viewports: Fixed CTRL+TAB highlight outline on docked windows not always fitting in host viewport.
+- Backends: Made it possible to shutdown default Platform Backends before the Renderer backends. (#4656)
+- Disabled: Fixed nested BeginDisabled()/EndDisabled() bug in Docking branch due to bad merge. (#4655, #4452, #4453, #4462)
+
 
 -----------------------------------------------------------------------
  VERSION 1.85 (Released 2021-10-12)
@@ -193,6 +284,10 @@
   Can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead but it's not
   very useful in practice, and the only use of it in the demo was illfit.
   Using 'GetContentRegionAvail().x' is generally a better choice.
+- (Docking branch) IsWindowFocused() and IsWindowHovered() with only the _ChildWindows flag
+  and without the _RootWindow flag used to leak docking hierarchy, so a docked window would
+  return as the child of the window hosting the dockspace. This was inconsistent and incorrect
+  with other behaviors so we fixed it. Added a new _DockHierarchy flag to opt-in this behavior.
 
 Other Changes:
 
@@ -266,6 +361,29 @@
 - Backends: All renderers: Normalize clipping rect handling across backends. (#4464)
 - Examples: Added SDL + SDL_Renderer example in "examples/example_sdl_sdlrenderer/" folder. (#3926) [@1bsyl]
 
+Docking+Viewports Branch:
+
+- IsWindowFocused: Fixed using ImGuiFocusedFlags_ChildWindows (without _RootWindow) from leaking the
+  docking hierarchy. Added ImGuiFocusedFlags_DockHierarchy flag to consider docking hierarchy in the test.
+- IsWindowHovered: Fixed using ImGuiHoveredFlags_ChildWindows (without _RootWindow) from leaking the
+  docking hierarchy. Added ImGuiHoveredFlags_DockHierarchy flag to consider docking hierarchy in the test.
+- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation
+  is disabled. (#4547, #4439) [@PathogenDavid]
+- Docking: Fixed IsItemHovered() and functions depending on it (e.g. BeginPopupContextItem()) when
+  called after Begin() on a docked window (broken 2021/03/04). (#3851)
+- Docking: Improved resizing system so that non-central zone are better at keeping their fixed size.
+  The algorithm is still not handling the allocation of size ideally for nested sibling, but it got better.
+- Docking: Fixed settings load issue when mouse wheeling. (#4310)
+- Docking: Fixed manually created floating node with a central node from not hiding when windows are gone.
+- Docking + Drag and Drop: Fixed using BeginDragDropSource() or BeginDragDropTarget() inside a Begin()
+  that returned false because the window is docked. (#4515)
+- Viewports: Fixed a crash while a window owning its viewport disappear while being dragged.
+  It would manifest when e.g. reconfiguring dock nodes while dragging.
+- Viewports: Fixed unnecessary creation of temporary viewports when multiple docked windows
+  got reassigned to a new node (created mid-frame) which already has a HostWindow.
+- Viewports: Fixed window with viewport ini data immediately merged into a host viewport from
+  leaving a temporary viewport alive for a frame (would leak into backend).
+
 
 -----------------------------------------------------------------------
  VERSION 1.84.2 (Released 2021-08-23)
@@ -402,6 +520,23 @@
 - Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
 - Examples: SDL2: Accommodate  for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
 
+Docking+Viewports Branch:
+
+- Docking: Clicking on the right-most close button of a docking node closes all windows. (#4186)
+- Docking: Fix IsWindowAppearing() and ImGuiCond_Appearing on docked windows. (#4177, #3982, #1497, #1061)
+- Docking: Fix crash using DockBuilderRemoveNode() in some situations. (#3111, #3179, #3203, #4295) [@hsimyu]
+- Docking: Fix crash when a dock node gets re-qualified as dockspace>floating>dockspace, which tends to happen
+  when incorrectly calling DockBuilderAddNode() without ImGuiDockNodeFlags_Dockspace and using it as a Dockspace
+  on the next frame after the floating window hosting the node has been automatically created. (#3203, #4295)
+- Docking: Reworked node flags saving/inheritance so that flags enforced by docked windows via the
+  DockNodeFlagsOverrideSet mechanism are are not left in empty dockspace nodes once the windows gets undocked.
+  (#4292, #3834, #3633, #3521, #3492, #3335, #2999, #2648)
+- Docking: (Internal/Experimental) Removed DockNodeFlagsOverrideClear flags from ImGuiWindowClass as
+  it is ambiguous how to apply them and we haven't got a use out of them yet.
+- Viewports: Fix popup/tooltip created without a parent window from being given a ParentViewportId value
+  from the implicit/fallback window. (#4236, #2409)
+- Backends: Vulkan: Fix the use of the incorrect fence for secondary viewports. (#4208) [@FunMiles]
+
 
 -----------------------------------------------------------------------
  VERSION 1.83 (Released 2021-05-24)
@@ -486,6 +621,22 @@
 - Docs: Improvements to description of using colored glyphs/emojis. (#4169, #3369)
 - Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios]
 
+Docking+Viewports Branch:
+
+- [Breaking] Removed io.ConfigDockingWithShift config option. Behavior always equivalent to having the
+  option set to false (dock/undock by default, hold shift to avoid docking). (#2109)
+- Docking: DockSpace() returns its node ID.
+- Docking: Dockspace() never draws a background. (#3924)
+- Docking: Undocking nodes/windows covering most of the monitor max their size down to 90% to ease manipulations.
+- Docking: Docking node tab bar honors ItemInnerSpacing.x before first tab. (#4130)
+- Docking: Tweak rendering and alignment of dock node menu marker. (#4130)
+- Docking: Fixed restoring of tab order within a dockspace or a split node.
+- Docking: Fixed reappearing docked windows with no close button showing a tab with extraneous space for one frame.
+- Docking: Fixed multiple simultaneously reappearing window from appearing undocked for one frame.
+- Viewports: Hotfix for crash in monitor array access, caused by 4b9bc4902. (#3967)
+- Backends, Viewports: GLFW: Add a workaround for stuck keys after closing a GLFW window (#3837).
+- Backends, Viewports: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)
+
 
 -----------------------------------------------------------------------
  VERSION 1.82 (Released 2021-02-15)
@@ -581,6 +732,13 @@
   scheduled builds builds are not required. [@rokups]
 - Log/Capture: Added LogTextV, a va_list variant of LogText. [@PathogenDavid]
 
+Docking+Viewports Branch:
+
+- Viewports: Fix setting of ImGuiViewportFlags_NoRendererClear. (#3213)
+- Viewports: Added GetViewportPlatformMonitor() with a safety net to keep code portable.
+- Viewports, Backends: SDL: Fix missing ImGuiBackendFlags_HasSetMousePos flag in docking branch.
+- Viewports, Backends: GLFW: Fix application of WantSetMousePos. (#1542, #787)
+
 
 -----------------------------------------------------------------------
  VERSION 1.81 (Released 2021-02-10)
@@ -662,6 +820,17 @@
 - Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz]
 - Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632)
 
+Docking+Viewports Branch:
+
+- Docking: Fix losing docking information on closed windows for which the hosting node was split. (#3716) [@GamingMinds-DanielC]
+- Docking: Fix gap in hit test hole when using ImGuiDockNodeFlags_PassthruCentralNode touching the edge of a viewport. (#3733)
+- Viewports: (Breaking) removed ImGuiPlatformIO::MainViewport which is now pretty much unused and duplicate
+  (and misleading as we will evolve the concept).
+- Viewports: (Breaking) turned ImGuiViewport::GetWorkPos(), ImGuiViewport::GetWorkSize() into regular fields
+  (WorkPos, WorkSize) before exposing in master branch.
+- Viewports: Fix issue inferring viewport z-order when new popups gets created. (#3734) + Metrics updates.
+- Viewports, Backends: Vulkan: handle VK_ERROR_OUT_OF_DATE_KHR when resizing secondary viewport (#3766, #3758)
+
 
 -----------------------------------------------------------------------
  VERSION 1.80 (Released 2021-01-21)
@@ -781,6 +950,14 @@
 - Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them.
 - Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs.
 
+Docking+Viewports Branch:
+
+- Docking: Docked windows honor change of tab and text colors. (#2771)
+- Docking: Support for appending into existing tab-bar made to work with Docking + internal helper DockNodeBeginAmendTabBar().
+- Docking: Added experimental TabItemFlagsOverrideSet to ImGuiWindowClass.
+- Viewports: Fixed incorrect whitening of popups above a modal if both use their own viewport.
+- Viewports: Backends: Vulkan: Fixed build, removed extraneous pipeline creation. (#3459, #3579)
+
 
 -----------------------------------------------------------------------
  VERSION 1.79 (Released 2020-10-08)
@@ -875,6 +1052,21 @@
 - Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building
   on 32-bit systems. Added project to default Visual Studio solution file. (#301)
 
+Docking+Viewports Branch:
+
+- Docking: DockSpace() emits ItemSize() properly (useful when not filling all space).
+- Docking: Fixed docking while hovering a child window. (#3420) broken by 85a661d. Improve metrics debugging.
+- Docking: Fix honoring payload filter with overlapping nodes (we incorrectly over-relied on g.HoveredDockNode
+  when making change for #3398).
+- Docking: Fix handling of WindowMenuButtonPosition == ImGuiDir_None in Docking Nodes. (#3499)
+- Viewports: Fixed a rare edge-case if the window targeted by CTRL+Tab stops being rendered.
+- Viewports, Backends: DX12: Make secondary viewport format match main viewport one (#3462) {@BeastLe9enD]
+- Viewports: Backends: Vulkan: Removed unused shader code. Fix leaks. Avoid unnecessary pipeline creation for main
+  viewport. (#3459) + Add ImGui_ImplVulkanH_CreateWindowSwapChain in ImGui_ImplVulkanH_CreateOrResizeWindow().
+- Viewports: Backends: DirectX9: Recover from D3DERR_DEVICELOST on secondary viewports. (#3424)
+- Viewports, Backends: Win32: Fix toggling of ImGuiViewportFlags_TopMost (#3477) [@Kodokuna]
+- Viewports: Backends: GLFW: Workaround for cases where glfwGetMonitorWorkarea fails (#3457) [@dougbinks]
+
 
 -----------------------------------------------------------------------
  VERSION 1.78 (Released 2020-08-18)
@@ -976,6 +1168,23 @@
 - Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. (#3390) [@RoryO]
 - CI: Emscripten has stopped their support for their fastcomp backend, switching to latest sdk [@Xipiryon]
 
+Docking+Viewports Branch:
+
+- Docking: Made DockBuilderAddNode() automatically call DockBuilderRemoveNode(). (#3399, #2109)
+- Docking: Storing HoveredDockNode in context which can be useful for easily detecting e.g. hovering an
+  empty node. (#3398)
+- Docking: Fixed docking overlay bits appearing at (0,0), because of 43bd80a. Most typically noticeable
+  when disabling multi-viewport.
+- Docking: Workaround recovery for node created without the _DockSpace flags later becoming a DockSpace. (#3340)
+- Docking: Rework size allocations to recover when there's no enough room for nodes + do not hold on
+  _WantLockSizeOnce forever. (#3328)
+- Docking: Rework size allocation to allow user code to override node sizes. Not all edge cases will be
+  properly handled but this is a step toward toolbar emitting size constraints.
+- Docking: Added experimental flags to perform more docking filtering and disable resize per axis.
+  Designed for toolbar patterns.
+- Viewports, Backends, GLFW: Use GLFW_MOUSE_PASSTHROUGH when available.
+- Viewports, Backends: DX12: Fixed issue on shutdown when viewports are disabled. (#3347)
+
 
 -----------------------------------------------------------------------
  VERSION 1.77 (Released 2020-06-29)
@@ -1067,6 +1276,17 @@
 - Examples: Apple: Fixed example_apple_metal and example_apple_opengl2 using imgui_impl_osx.mm
   not forwarding right and center mouse clicks. (#3260) [@nburrus]
 
+Docking+Viewports Branch:
+
+- Viewports: Don't set ImGuiViewportFlags_NoRendererClear when ImGuiWindowFlags_NoBackground is set. (#3213)
+- Viewports: Report minimized viewports as zero DisplaySize to be consistent with main branch. (#1542)
+- Docking, Settings: Allow reload of settings data at runtime. (#2573)
+- Backends, GLFW: Fix windows resizing incorrectly on Linux due to GLFW firing window positioning
+  callbacks on next frame after window is resized manually. (#2117)
+- Backends: DX12: Fix OBJECT_DELETED_WHILE_STILL_IN_USE on viewport resizing. (#3210)
+- Backends: DX12: Fix for crash caused by early resource release. (#3121)
+- Backends, Win32: Request monitor update when DPI awareness is enabled to make sure they have the correct DPI settings.
+
 
 -----------------------------------------------------------------------
  VERSION 1.76 (Released 2020-04-12)
@@ -1139,6 +1359,20 @@
 - Examples: SDL+DX11: Fixed resizing main window. (#3057) [@joeslay]
 - Examples: Added SDL+Metal example application. (#3017) [@coding-jackalope]
 
+Docking+Viewports Branch:
+
+- Docking: Fixed assert preventing dockspace from being created instead a hidden tab. (#3101)
+- Viewports: Fixed secondary viewports accidentally merging into a minimized host viewport. (#3118)
+- Viewports, Docking: Added per-viewport work area system for e.g. menu-bars. Fixed DockspaceOverViewport()
+  and demo code (overlay etc) accordingly. (#3035, #2889, #2474, #1542, #2109)
+- Viewports: Improve menu positioning in multi-monitor setups. [@rokups]
+- Viewports: Software mouse cursor is also scaled by current DpiScale. (amend #939)
+- Viewports: Avoid manually clipping resize grips and borders, which messes up with automation ability
+  to locate those items. Also simpler and more standard.
+- Viewports: Fix for UWP in the imgui_impl_win32.cpp IME handler. (#2895, #2892).
+- Viewports: Bunch of extra of comments to facilitate setting up multi-viewports.
+- Viewports, GLFW: Avoid using window positioning workaround for GLFW 3.3+ versions that have it fixed.
+
 
 -----------------------------------------------------------------------
  VERSION 1.75 (Released 2020-02-10)
@@ -1237,6 +1471,21 @@
 - Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed
   even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw]
 
+Docking+Viewports Branch:
+
+- Docking + Nav: Fixed messed up Ctrl+Tab order with docked windows.
+- Docking + Nav: Fixed failing to restore NavId when refocusing a child within a docked window.
+- Docking + Nav: Fixed failing to restore NavId when refocusing due to missing nav window (when
+  it stops being submitted).
+- Docking: Fixed a bug where the tab bar of a hidden dockspace would keep requesting focus. (#2960)
+- Docking: Added experimental DockNodeFlagsOverrideSet/DockNodeFlagsOverrideClear flags in ImGuiWindowClass
+  (currently experimenting with toolbar idioms).
+- Viewports: Fix resizing viewport-owning windows when mouse pos is outside the InnerClipRect
+  (can happen with OS decoration enabled).
+- Viewports: Preserve last known size for minimized main viewport to be consistent with secondary viewports.
+- Backends: SDL: Honor NoTaskBarIcon flag under non Win32 OS. (#2117)
+- Backends: GLFW, SDL: Platform monitors declared properly even if multi-viewport is not enabled.
+
 
 -----------------------------------------------------------------------
  VERSION 1.74 (Released 2019-11-25)
@@ -1316,6 +1565,14 @@
 - CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example
   applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups]
 
+Docking+Viewports Branch:
+
+- Docking: Can undock from the small triangle button. (#2109,. #2645)
+- Docking: Fixed node->HasCloseButton not honoring ImGuiDockNodeFlags_NoCloseButton in a floating node,
+  leading to empty space at the right of tab-bars with those flags. (#2109)
+- Docking: Made docked windows not use style.ChildRounding.
+- Multi-viewports: Added multi-viewport support in the DX12 back-end. (#2851) [@obfuscate]
+
 
 -----------------------------------------------------------------------
  VERSION 1.73 (Released 2019-09-24)
@@ -1378,6 +1635,28 @@
 - Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic,
   fix handling of rectangles too large to fit inside texture). (#2762) [@tido64]
 
+Docking+Viewports Branch:
+
+- Docking: Fix BeginDocked() path that creates node so that SetNextWindowDockID() doesn't immediately discard the node. (#2109)
+- Docking: Fix for node created at the same time as windows that are still resizing (typically with
+  io.ConfigDockingAlwaysTabBar) to not be zero/min sized. (#2109). The fix delays their visibility by one frame,
+  which is not ideal but not very problematic as the .ini data gets populated after that.
+- Docking: Fix a crash that could occur with a malformed ini file (DockNode Parent value pointing to a missing node).
+- Viewport: Fix modal/popup window being stuck in unowned hidden viewport associated to fallback window without stealing
+  it back. Fix modal reference viewport when opened outside of another window. (#1542)
+- Viewport: Modals don't need to set ImGuiViewportFlags_NoFocusOnClick, this also mitigate the issue described by #2445,
+  which becomes particularly bad with unfocused modal. (#1542)
+- Viewport: better case case where host window gets moved and resized simultaneous (toggling maximized state).
+  There's no perfect solution there, than using io.ConfigViewportsNoAutoMerge = false. (#1542)
+- Viewport, Docking: Fixed incorrect assignment of IsFallbackWindow which would tag dock node host windows created
+  in NewFrame() as such, messing with popup viewport inheritance.
+- Viewport: Fixed issue where resize grip would display as hovered while mouse is still off the OS bounds so a click
+  would miss it and focus the OS window behind expected one. (#1542)
+- Viewport: Fix to allow multiple shutdown / calls to DestroyPlatformWindows(). (#2769)
+- Viewport: Backends: GLFW: Fix setting window size on macOS (#2767, #2117) [@rokups]
+- Viewport: Backends: GLFW+Linux: Fix window having incorrect size after uncollapse. (#2756, #2117) [@rokups]
+- Viewport: Backends: DirectX9: Workaround for windows not refreshing when main viewport has no draw call. (#2560)
+
 
 -----------------------------------------------------------------------
  VERSION 1.72b (Released 2019-07-31)
@@ -1480,6 +1759,25 @@
   (#2482, #2632) [@josiahmanson]
 - Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
 
+Docking+Viewports Branch:
+
+- Docking: Making it possible to undock a node by clicking on the tab bar / title bar for the node. (#2645).
+- Docking: Explicitly inhibit constraint when docked for now. Fix clipping issue related to constraints. (#2690).
+- Docking: Fixed dragging/resizing from OS decoration not marking settings as dirty.
+- Docking: Renamed io.ConfigDockingTabBarOnSingleWindows to io.ConfigDockingAlwaysTabBar.
+  Added ImGuiWindowClass::DockingAlwaysTabBar to set on individual windows.
+- Docking: Perform simple check: assert if Docking or Viewport are enabled exactly on frame 1 (instead of frame 0
+  or later), which is a common user error leading to loss of .ini data on load.
+- Docking: Fix so that an appearing window making a dock node reappear won't have a zero-size on its first frame.
+- Docking: Fixed using ImGuiDockNodeFlags_AutoHideTabBar with io.ConfigDockingTabBarOnSingleWindows.
+- Docking: Added ImGuiDockNode to .natvis file.
+- Docking: Fixed support for large meshes in GetBackgroundDrawList(), GetForegroundDrawList(). (#2638)
+- Viewport: Fix monitor dpi info not being copied to main viewport when multi-viewports are not enabled. (#2621, #1676)
+- Viewport: Refactored ImGuiWindowClass's ViewportFlagsOverrideMask + ViewportFlagsOverrideValue into
+  ViewportFlagsOverrideSet + ViewportFlagsOverrideClear which appears easier to grasp. (#1542)
+- Viewport: Added ImGuiViewportFlags_NoAutoMerge to prevent merging into host viewport in a per-window basis
+  via the ImGuiWindowClass override mechanism. (#1542)
+
 
 -----------------------------------------------------------------------
  VERSION 1.71 (Released 2019-06-12)
@@ -1819,6 +2117,7 @@
 - Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
 
 Other Changes:
+
 - Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
   - Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API.
   - Added ImGuiTabBarFlags flags for BeginTabBar().
diff --git a/docs/TODO.txt b/docs/TODO.txt
index 9d005ed..0a908f7 100644
--- a/docs/TODO.txt
+++ b/docs/TODO.txt
@@ -151,8 +151,36 @@
  - separator: width, thickness, centering (#1643)
  - splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
 
- - dock: merge docking branch (#2109)
- - dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
+ - docking: merge docking branch (#2109)
+ - docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304)
+ - docking: B- tab bar: the order/focus restoring code could be part of TabBar and not DockNode? (#8)
+ - docking: B~ rework code to be able to lazily create tab bar instance in a single place. The _Unsorted tab flag could be replacing a trailing-counter in DockNode?
+ - docking: B~ fully track windows/settings reference in dock nodes. perhaps find a representation that allows facilitate use of dock builder functions.
+ - docking: B~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete). this is mostly working but the DockBuilderXXX api are not exposed/finished.
+ - docking: B: when docking outer, perform size locking on neighbors nodes the same way we do it with splitters, so other nodes are not resized.
+ - docking: B~ central node resizing behavior incorrect.
+ - docking: B: changing title font/style per-window is not supported as dock nodes are created in NewFrame.
+ - docking: B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them (doesn't affect the user nor request platform windows to be created, but unnecessary)
+ - docking: B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level?
+ - docking: B- single visible node part of a hidden split hierarchy (OnlyNodeWithWindows != NULL) should show a normal title bar (not a tab bar)
+ - docking: B~ SetNextWindowDock() calls (with conditional) -> defer everything to DockContextUpdate (repro: Documents->[X]Windows->Dock 1 elsewhere->Click Redock All
+ - docking: B~ tidy up tab list popup buttons features (available with manual tab-bar, see ImGuiTabBarFlags_NoTabListPopupButton code, not used by docking nodes)
+ - docking: B- SetNextWindowDockId(0) with a second Begin() in the frame will asserts
+ - docking: B: resize grip drawn in host window typically appears under scrollbar.
+ - docking: B: resize grip auto-resize on multiple node hierarchy doesn't make much sense or should be improved?
+ - docking: B- SetNextWindowFocus() doesn't seem to apply if the window is hidden this frame, need repro (#4)
+ - docking: B- resizing a dock tree small currently has glitches (overlapping collapse and close button, etc.)
+ - docking: B- dpi: look at interaction with the hi-dpi and multi-dpi stuff.
+ - docking: B- tab bar: appearing on first frame with a dumb layout would do less harm that not appearing? (when behind dynamic branch) or store titles + render in EndTabBar()
+ - docking: B- tab bar: make selected tab always shows its full title?
+ - docking: B- hide close button on single tab bar?
+ - docking: B- nav: design interactions so nav controls can dock/undock
+ - docking: B- dockspace: flag to lock the dock tree and/or sizes (ImGuiDockNodeFlags_Locked?)
+ - docking: B- reintroduce collapsing a floating dock node. also collapsing a docked dock node!
+ - docking: B- allow dragging a non-floating dock node by clicking on the title-bar-looking section (not just the collapse/menu button)
+ - docking: B- option to remember undocked window size? (instead of keeping their docked size) (relate to #2104)
+ - docking: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs)
+ - docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker.
 
  - tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work
  - tabs: close button tends to overlap unsaved-document star
@@ -353,6 +381,20 @@
  - nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
  - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
 
+ - viewport: make it possible to have no main/hosting viewport
+ - viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without
+   on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous.
+ - viewport: not focusing newly undocked viewport means clicking back on previous one doesn't bring OS window to front.
+ - viewport: with platform decoration enabled, platform may force constraint (e.g. minimum size)
+ - viewport: use getfocus/setfocus api to synchronize imgui<>platform focus better (e.g imgui-side ctrl-tab can focus os window, OS initial setup and alt-tab can focus imgui window etc.)
+ - viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for.
+ - viewport: implicit/fallback Debug window can hog a zombie viewport (harmless, noisy?) > could at least clear out the reference on a per session basis?
+ - viewport: need to clarify how to use GetMousePos() from a user point of view.
+ - platform: glfw: no support for ImGuiBackendFlags_HasMouseHoveredViewport.
+ - platform: sdl: no support for ImGuiBackendFlags_HasMouseHoveredViewport. maybe we could use SDL_GetMouseFocus() / SDL_WINDOW_MOUSE_FOCUS if imgui could fallback on its heuristic when NoInputs is set
+ - platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it).
+ - platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32).
+
  - inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
  - inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
  - inputs: support track pad style scrolling & slider edit.
diff --git a/examples/example_allegro5/main.cpp b/examples/example_allegro5/main.cpp
index b2483c0..08733df 100644
--- a/examples/example_allegro5/main.cpp
+++ b/examples/example_allegro5/main.cpp
@@ -36,6 +36,7 @@
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;        // Enable Docking
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm
index 482a94f..8d0ddd1 100644
--- a/examples/example_apple_opengl2/main.mm
+++ b/examples/example_apple_opengl2/main.mm
@@ -43,6 +43,7 @@
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
diff --git a/examples/example_emscripten_opengl3/main.cpp b/examples/example_emscripten_opengl3/main.cpp
index be338a8..9e1b37b 100644
--- a/examples/example_emscripten_opengl3/main.cpp
+++ b/examples/example_emscripten_opengl3/main.cpp
@@ -62,8 +62,9 @@
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
 
     // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
     // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp
index ee785b1..8cc3232 100644
--- a/examples/example_glfw_opengl2/main.cpp
+++ b/examples/example_glfw_opengl2/main.cpp
@@ -44,13 +44,25 @@
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
+    //io.ConfigViewportsNoAutoMerge = true;
+    //io.ConfigViewportsNoTaskBarIcon = true;
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
     //ImGui::StyleColorsClassic();
 
+    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+    ImGuiStyle& style = ImGui::GetStyle();
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        style.WindowRounding = 0.0f;
+        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+    }
+
     // Setup Platform/Renderer backends
     ImGui_ImplGlfw_InitForOpenGL(window, true);
     ImGui_ImplOpenGL2_Init();
@@ -143,7 +155,17 @@
         ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
         //glUseProgram(last_program);
 
-        glfwMakeContextCurrent(window);
+        // Update and Render additional Platform Windows
+        // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
+        //  For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        {
+            GLFWwindow* backup_current_context = glfwGetCurrentContext();
+            ImGui::UpdatePlatformWindows();
+            ImGui::RenderPlatformWindowsDefault();
+            glfwMakeContextCurrent(backup_current_context);
+        }
+
         glfwSwapBuffers(window);
     }
 
diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp
index b5c4c95..ec7246b 100644
--- a/examples/example_glfw_opengl3/main.cpp
+++ b/examples/example_glfw_opengl3/main.cpp
@@ -65,13 +65,25 @@
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
+    //io.ConfigViewportsNoAutoMerge = true;
+    //io.ConfigViewportsNoTaskBarIcon = true;
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
     //ImGui::StyleColorsClassic();
 
+    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+    ImGuiStyle& style = ImGui::GetStyle();
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        style.WindowRounding = 0.0f;
+        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+    }
+
     // Setup Platform/Renderer backends
     ImGui_ImplGlfw_InitForOpenGL(window, true);
     ImGui_ImplOpenGL3_Init(glsl_version);
@@ -161,6 +173,17 @@
         glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
         glClear(GL_COLOR_BUFFER_BIT);
         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+    	
+        // Update and Render additional Platform Windows
+        // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
+        //  For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        {
+            GLFWwindow* backup_current_context = glfwGetCurrentContext();
+            ImGui::UpdatePlatformWindows();
+            ImGui::RenderPlatformWindowsDefault();
+            glfwMakeContextCurrent(backup_current_context);
+        }
 
         glfwSwapBuffers(window);
     }
diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp
index 615f2ee..4e7af68 100644
--- a/examples/example_glfw_vulkan/main.cpp
+++ b/examples/example_glfw_vulkan/main.cpp
@@ -387,13 +387,25 @@
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
+    //io.ConfigViewportsNoAutoMerge = true;
+    //io.ConfigViewportsNoTaskBarIcon = true;
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
     //ImGui::StyleColorsClassic();
 
+    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+    ImGuiStyle& style = ImGui::GetStyle();
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        style.WindowRounding = 0.0f;
+        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+    }
+
     // Setup Platform/Renderer backends
     ImGui_ImplGlfw_InitForVulkan(window, true);
     ImGui_ImplVulkan_InitInfo init_info = {};
@@ -528,17 +540,25 @@
 
         // Rendering
         ImGui::Render();
-        ImDrawData* draw_data = ImGui::GetDrawData();
-        const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
-        if (!is_minimized)
+        ImDrawData* main_draw_data = ImGui::GetDrawData();
+        const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
+        wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
+        wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
+        wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
+        wd->ClearValue.color.float32[3] = clear_color.w;
+        if (!main_is_minimized)
+            FrameRender(wd, main_draw_data);
+
+        // Update and Render additional Platform Windows
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
-            wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
-            wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
-            wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
-            wd->ClearValue.color.float32[3] = clear_color.w;
-            FrameRender(wd, draw_data);
-            FramePresent(wd);
+            ImGui::UpdatePlatformWindows();
+            ImGui::RenderPlatformWindowsDefault();
         }
+
+        // Present Main Platform Window
+        if (!main_is_minimized)
+            FramePresent(wd);
     }
 
     // Cleanup
diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp
index 200a1d5..f28ebd9 100644
--- a/examples/example_glut_opengl2/main.cpp
+++ b/examples/example_glut_opengl2/main.cpp
@@ -125,6 +125,7 @@
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
diff --git a/examples/example_sdl_directx11/main.cpp b/examples/example_sdl_directx11/main.cpp
index fc51715..ac45b32 100644
--- a/examples/example_sdl_directx11/main.cpp
+++ b/examples/example_sdl_directx11/main.cpp
@@ -54,13 +54,25 @@
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
+    //io.ConfigViewportsNoAutoMerge = true;
+    //io.ConfigViewportsNoTaskBarIcon = true;
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
     //ImGui::StyleColorsClassic();
 
+    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+    ImGuiStyle& style = ImGui::GetStyle();
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        style.WindowRounding = 0.0f;
+        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+    }
+
     // Setup Platform/Renderer backends
     ImGui_ImplSDL2_InitForD3D(window);
     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
@@ -160,6 +172,13 @@
         g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
 
+        // Update and Render additional Platform Windows
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        {
+            ImGui::UpdatePlatformWindows();
+            ImGui::RenderPlatformWindowsDefault();
+        }
+
         g_pSwapChain->Present(1, 0); // Present with vsync
         //g_pSwapChain->Present(0, 0); // Present without vsync
     }
diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp
index a81f856..d3aaa68 100644
--- a/examples/example_sdl_opengl2/main.cpp
+++ b/examples/example_sdl_opengl2/main.cpp
@@ -42,13 +42,25 @@
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
+    //io.ConfigViewportsNoAutoMerge = true;
+    //io.ConfigViewportsNoTaskBarIcon = true;
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
     //ImGui::StyleColorsClassic();
 
+    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+    ImGuiStyle& style = ImGui::GetStyle();
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        style.WindowRounding = 0.0f;
+        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+    }
+
     // Setup Platform/Renderer backends
     ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
     ImGui_ImplOpenGL2_Init();
@@ -141,6 +153,19 @@
         glClear(GL_COLOR_BUFFER_BIT);
         //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
         ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+
+        // Update and Render additional Platform Windows
+        // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
+        //  For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        {
+            SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
+            SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
+            ImGui::UpdatePlatformWindows();
+            ImGui::RenderPlatformWindowsDefault();
+            SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
+        }
+
         SDL_GL_SwapWindow(window);
     }
 
diff --git a/examples/example_sdl_opengl3/main.cpp b/examples/example_sdl_opengl3/main.cpp
index d0daddb..00cfc2b 100644
--- a/examples/example_sdl_opengl3/main.cpp
+++ b/examples/example_sdl_opengl3/main.cpp
@@ -64,13 +64,25 @@
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
+    //io.ConfigViewportsNoAutoMerge = true;
+    //io.ConfigViewportsNoTaskBarIcon = true;
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
     //ImGui::StyleColorsClassic();
 
+    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+    ImGuiStyle& style = ImGui::GetStyle();
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        style.WindowRounding = 0.0f;
+        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+    }
+
     // Setup Platform/Renderer backends
     ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
     ImGui_ImplOpenGL3_Init(glsl_version);
@@ -167,6 +179,19 @@
         glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
         glClear(GL_COLOR_BUFFER_BIT);
         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+
+        // Update and Render additional Platform Windows
+        // (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
+        //  For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        {
+            SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
+            SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
+            ImGui::UpdatePlatformWindows();
+            ImGui::RenderPlatformWindowsDefault();
+            SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
+        }
+
         SDL_GL_SwapWindow(window);
     }
 
diff --git a/examples/example_sdl_vulkan/main.cpp b/examples/example_sdl_vulkan/main.cpp
index 2c01afe..e3730eb 100644
--- a/examples/example_sdl_vulkan/main.cpp
+++ b/examples/example_sdl_vulkan/main.cpp
@@ -379,13 +379,25 @@
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
+    //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
+    //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
     //ImGui::StyleColorsClassic();
 
+    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+    ImGuiStyle& style = ImGui::GetStyle();
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        style.WindowRounding = 0.0f;
+        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+    }
+
     // Setup Platform/Renderer backends
     ImGui_ImplSDL2_InitForVulkan(window);
     ImGui_ImplVulkan_InitInfo init_info = {};
@@ -529,17 +541,25 @@
 
         // Rendering
         ImGui::Render();
-        ImDrawData* draw_data = ImGui::GetDrawData();
-        const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
-        if (!is_minimized)
+        ImDrawData* main_draw_data = ImGui::GetDrawData();
+        const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
+        wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
+        wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
+        wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
+        wd->ClearValue.color.float32[3] = clear_color.w;
+        if (!main_is_minimized)
+            FrameRender(wd, main_draw_data);
+
+        // Update and Render additional Platform Windows
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
-            wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
-            wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
-            wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
-            wd->ClearValue.color.float32[3] = clear_color.w;
-            FrameRender(wd, draw_data);
-            FramePresent(wd);
+            ImGui::UpdatePlatformWindows();
+            ImGui::RenderPlatformWindowsDefault();
         }
+
+        // Present Main Platform Window
+        if (!main_is_minimized)
+            FramePresent(wd);
     }
 
     // Cleanup
diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp
index ad88d1e..33bad38 100644
--- a/examples/example_win32_directx10/main.cpp
+++ b/examples/example_win32_directx10/main.cpp
@@ -46,13 +46,25 @@
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
+    //io.ConfigViewportsNoAutoMerge = true;
+    //io.ConfigViewportsNoTaskBarIcon = true;
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
     //ImGui::StyleColorsClassic();
 
+    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+    ImGuiStyle& style = ImGui::GetStyle();
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        style.WindowRounding = 0.0f;
+        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+    }
+
     // Setup Platform/Renderer backends
     ImGui_ImplWin32_Init(hwnd);
     ImGui_ImplDX10_Init(g_pd3dDevice);
@@ -146,6 +158,13 @@
         g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
         ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
 
+        // Update and Render additional Platform Windows
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        {
+            ImGui::UpdatePlatformWindows();
+            ImGui::RenderPlatformWindowsDefault();
+        }
+
         g_pSwapChain->Present(1, 0); // Present with vsync
         //g_pSwapChain->Present(0, 0); // Present without vsync
     }
diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp
index 11e753e..d23387d 100644
--- a/examples/example_win32_directx11/main.cpp
+++ b/examples/example_win32_directx11/main.cpp
@@ -46,13 +46,30 @@
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
+    //io.ConfigViewportsNoAutoMerge = true;
+    //io.ConfigViewportsNoTaskBarIcon = true;
+    //io.ConfigViewportsNoDefaultParent = true;
+    //io.ConfigDockingAlwaysTabBar = true;
+    //io.ConfigDockingTransparentPayload = true;
+    //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts;     // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
+    //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI: Experimental.
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
     //ImGui::StyleColorsClassic();
 
+    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+    ImGuiStyle& style = ImGui::GetStyle();
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        style.WindowRounding = 0.0f;
+        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+    }
+
     // Setup Platform/Renderer backends
     ImGui_ImplWin32_Init(hwnd);
     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
@@ -151,6 +168,13 @@
         g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
 
+        // Update and Render additional Platform Windows
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        {
+            ImGui::UpdatePlatformWindows();
+            ImGui::RenderPlatformWindowsDefault();
+        }
+
         g_pSwapChain->Present(1, 0); // Present with vsync
         //g_pSwapChain->Present(0, 0); // Present without vsync
     }
@@ -220,6 +244,10 @@
     if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
 }
 
+#ifndef WM_DPICHANGED
+#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
+#endif
+
 // Forward declare message handler from imgui_impl_win32.cpp
 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
 
@@ -246,6 +274,15 @@
     case WM_DESTROY:
         ::PostQuitMessage(0);
         return 0;
+    case WM_DPICHANGED:
+        if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
+        {
+            //const int dpi = HIWORD(wParam);
+            //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
+            const RECT* suggested_rect = (RECT*)lParam;
+            ::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
+        }
+        break;
     }
     return ::DefWindowProc(hWnd, msg, wParam, lParam);
 }
diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp
index 74bfef3..acb4eb1 100644
--- a/examples/example_win32_directx12/main.cpp
+++ b/examples/example_win32_directx12/main.cpp
@@ -81,13 +81,25 @@
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
+    //io.ConfigViewportsNoAutoMerge = true;
+    //io.ConfigViewportsNoTaskBarIcon = true;
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
     //ImGui::StyleColorsClassic();
 
+    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+    ImGuiStyle& style = ImGui::GetStyle();
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        style.WindowRounding = 0.0f;
+        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+    }
+
     // Setup Platform/Renderer backends
     ImGui_ImplWin32_Init(hwnd);
     ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
@@ -207,6 +219,13 @@
 
         g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
 
+        // Update and Render additional Platform Windows
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        {
+            ImGui::UpdatePlatformWindows();
+            ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList);
+        }
+
         g_pSwapChain->Present(1, 0); // Present with vsync
         //g_pSwapChain->Present(0, 0); // Present without vsync
 
diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp
index bdcd8b3..462883c 100644
--- a/examples/example_win32_directx9/main.cpp
+++ b/examples/example_win32_directx9/main.cpp
@@ -44,13 +44,25 @@
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
-    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking
+    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows
+    //io.ConfigViewportsNoAutoMerge = true;
+    //io.ConfigViewportsNoTaskBarIcon = true;
 
     // Setup Dear ImGui style
     ImGui::StyleColorsDark();
     //ImGui::StyleColorsClassic();
 
+    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+    ImGuiStyle& style = ImGui::GetStyle();
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        style.WindowRounding = 0.0f;
+        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+    }
+
     // Setup Platform/Renderer backends
     ImGui_ImplWin32_Init(hwnd);
     ImGui_ImplDX9_Init(g_pd3dDevice);
@@ -150,6 +162,14 @@
             ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
             g_pd3dDevice->EndScene();
         }
+
+        // Update and Render additional Platform Windows
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        {
+            ImGui::UpdatePlatformWindows();
+            ImGui::RenderPlatformWindowsDefault();
+        }
+
         HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
 
         // Handle loss of D3D9 device
@@ -205,6 +225,10 @@
     ImGui_ImplDX9_CreateDeviceObjects();
 }
 
+#ifndef WM_DPICHANGED
+#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
+#endif
+
 // Forward declare message handler from imgui_impl_win32.cpp
 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
 
@@ -231,6 +255,15 @@
     case WM_DESTROY:
         ::PostQuitMessage(0);
         return 0;
+    case WM_DPICHANGED:
+        if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
+        {
+            //const int dpi = HIWORD(wParam);
+            //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
+            const RECT* suggested_rect = (RECT*)lParam;
+            ::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
+        }
+        break;
     }
     return ::DefWindowProc(hWnd, msg, wParam, lParam);
 }
diff --git a/examples/imgui_examples.sln b/examples/imgui_examples.sln
index df1006d..d68f69e 100644
--- a/examples/imgui_examples.sln
+++ b/examples/imgui_examples.sln
@@ -17,6 +17,14 @@
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_vulkan", "example_glfw_vulkan\example_glfw_vulkan.vcxproj", "{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}"
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_opengl2", "example_sdl_opengl2\example_sdl_opengl2.vcxproj", "{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_opengl3", "example_sdl_opengl3\example_sdl_opengl3.vcxproj", "{BBAEB705-1669-40F3-8567-04CF6A991F4C}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_vulkan", "example_sdl_vulkan\example_sdl_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_directx11", "example_sdl_directx11\example_sdl_directx11.vcxproj", "{9E1987E3-1F19-45CA-B9C9-D31E791836D8}"
+EndProject
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Win32 = Debug|Win32
@@ -81,6 +89,38 @@
 		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Release|Win32.Build.0 = Release|Win32
 		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Release|x64.ActiveCfg = Release|x64
 		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Release|x64.Build.0 = Release|x64
+		{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Debug|Win32.ActiveCfg = Debug|Win32
+		{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Debug|Win32.Build.0 = Debug|Win32
+		{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Debug|x64.ActiveCfg = Debug|x64
+		{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Debug|x64.Build.0 = Debug|x64
+		{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Release|Win32.ActiveCfg = Release|Win32
+		{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Release|Win32.Build.0 = Release|Win32
+		{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Release|x64.ActiveCfg = Release|x64
+		{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}.Release|x64.Build.0 = Release|x64
+		{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Debug|Win32.ActiveCfg = Debug|Win32
+		{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Debug|Win32.Build.0 = Debug|Win32
+		{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Debug|x64.ActiveCfg = Debug|x64
+		{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Debug|x64.Build.0 = Debug|x64
+		{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|Win32.ActiveCfg = Release|Win32
+		{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|Win32.Build.0 = Release|Win32
+		{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|x64.ActiveCfg = Release|x64
+		{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|x64.Build.0 = Release|x64
+		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|Win32.ActiveCfg = Debug|Win32
+		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|Win32.Build.0 = Debug|Win32
+		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|x64.ActiveCfg = Debug|x64
+		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|x64.Build.0 = Debug|x64
+		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.ActiveCfg = Release|Win32
+		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.Build.0 = Release|Win32
+		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.ActiveCfg = Release|x64
+		{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.Build.0 = Release|x64
+		{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Debug|Win32.ActiveCfg = Debug|Win32
+		{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Debug|Win32.Build.0 = Debug|Win32
+		{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Debug|x64.ActiveCfg = Debug|x64
+		{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Debug|x64.Build.0 = Debug|x64
+		{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|Win32.ActiveCfg = Release|Win32
+		{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|Win32.Build.0 = Release|Win32
+		{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|x64.ActiveCfg = Release|x64
+		{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|x64.Build.0 = Release|x64
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
diff --git a/imgui.cpp b/imgui.cpp
index c3a97df..83409d5 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -79,7 +79,8 @@
 // [SECTION] DRAG AND DROP
 // [SECTION] LOGGING/CAPTURING
 // [SECTION] SETTINGS
-// [SECTION] VIEWPORTS
+// [SECTION] VIEWPORTS, PLATFORM WINDOWS
+// [SECTION] DOCKING
 // [SECTION] PLATFORM DEPENDENT HELPERS
 // [SECTION] METRICS/DEBUGGER WINDOW
 // [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
@@ -380,6 +381,15 @@
  When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
  You can read releases logs https://github.com/ocornut/imgui/releases for more details.
 
+(Docking/Viewport Branch)
+ - 2021/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
+                        - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
+                          you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
+                        - likewise io.MousePos and GetMousePos() will use OS coordinates.
+                          If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
+ - 2021/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
+
+
  - 2022/01/xx (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
  - 2022/03/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
                         - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
@@ -387,6 +397,7 @@
                         - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
                         - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
                         - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
+>>>>>>> thedmd/extra-keys-v1
  - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
  - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
  - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
@@ -892,6 +903,10 @@
 static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
 static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 2.00f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
 
+// Docking
+static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
+static const float DOCKING_SPLITTER_SIZE                    = 2.0f;
+
 //-------------------------------------------------------------------------
 // [SECTION] FORWARD DECLARATIONS
 //-------------------------------------------------------------------------
@@ -914,7 +929,6 @@
 // Platform Dependents default implementation for IO functions
 static const char*      GetClipboardTextFn_DefaultImpl(void* user_data);
 static void             SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
-static void             ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
 
 namespace ImGui
 {
@@ -953,14 +967,26 @@
 static void             UpdateMouseWheel();
 static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
 static void             RenderWindowOuterBorders(ImGuiWindow* window);
-static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
+static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
 static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
 static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
 static void             RenderDimmedBackgrounds();
 static ImGuiWindow*     FindBlockingModal(ImGuiWindow* window);
 
 // Viewports
+const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
+static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
+static void             DestroyViewport(ImGuiViewportP* viewport);
 static void             UpdateViewportsNewFrame();
+static void             UpdateViewportsEndFrame();
+static void             WindowSelectViewport(ImGuiWindow* window);
+static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
+static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
+static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
+static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
+static int              FindPlatformMonitorForPos(const ImVec2& pos);
+static int              FindPlatformMonitorForRect(const ImRect& r);
+static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
 
 }
 
@@ -1116,6 +1142,18 @@
     FontAllowUserScaling = false;
     DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
 
+    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
+    ConfigDockingNoSplit = false;
+    ConfigDockingWithShift = false;
+    ConfigDockingAlwaysTabBar = false;
+    ConfigDockingTransparentPayload = false;
+
+    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
+    ConfigViewportsNoAutoMerge = false;
+    ConfigViewportsNoTaskBarIcon = false;
+    ConfigViewportsNoDecoration = true;
+    ConfigViewportsNoDefaultParent = false;
+
     // Miscellaneous options
     MouseDrawCursor = false;
 #ifdef __APPLE__
@@ -1134,8 +1172,6 @@
     GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
     SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
     ClipboardUserData = NULL;
-    ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
-    ImeWindowHandle = NULL;
 
     // Input (NB: we already have memset zero the entire structure!)
     MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
@@ -2678,6 +2714,11 @@
     void*           GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }
 };
 
+static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
+{
+    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
+};
+
 static const ImGuiStyleVarInfo GStyleVarInfo[] =
 {
     { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
@@ -2801,6 +2842,8 @@
     case ImGuiCol_TabActive: return "TabActive";
     case ImGuiCol_TabUnfocused: return "TabUnfocused";
     case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
+    case ImGuiCol_DockingPreview: return "DockingPreview";
+    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
     case ImGuiCol_PlotLines: return "PlotLines";
     case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
     case ImGuiCol_PlotHistogram: return "PlotHistogram";
@@ -3080,20 +3123,25 @@
     NameBufLen = (int)strlen(name) + 1;
     ID = ImHashStr(name);
     IDStack.push_back(ID);
+    ViewportAllowPlatformMonitorExtend = -1;
+    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
     MoveId = GetID("#MOVE");
     ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
     ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
     AutoFitFramesX = AutoFitFramesY = -1;
     AutoPosLastDirection = ImGuiDir_None;
-    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
+    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
     SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
     LastFrameActive = -1;
+    LastFrameJustFocused = -1;
     LastTimeActive = -1.0f;
-    FontWindowScale = 1.0f;
+    FontWindowScale = FontDpiScale = 1.0f;
     SettingsOffset = -1;
+    DockOrder = -1;
     DrawList = &DrawListInst;
     DrawList->_Data = &context->DrawListSharedData;
     DrawList->_OwnerName = Name;
+    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
 }
 
 ImGuiWindow::~ImGuiWindow()
@@ -3303,8 +3351,8 @@
     // FIXME-OPT: This could be cached/stored within the window.
     ImGuiContext& g = *GImGui;
     if (g.NavWindow)
-        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
-            if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
+        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
+            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
             {
                 // For the purpose of those flags we differentiate "standard popup" from "modal popup"
                 // NB: The order of those two tests is important because Modal windows are also Popups.
@@ -3313,6 +3361,12 @@
                 if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
                     return false;
             }
+
+    // Filter by viewport
+    if (window->Viewport != g.MouseViewport)
+        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
+            return false;
+
     return true;
 }
 
@@ -3336,7 +3390,7 @@
         ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
         if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
             return false;
-        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0);   // Flags not supported by this function
+        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
 
         // Test if we are hovering the right window (our window could be behind another window)
         // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
@@ -3363,7 +3417,7 @@
 
         // Special handling for calling after Begin() which represent the title bar or tab.
         // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
-        if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
+        if ((g.LastItemData.ID == window->ID || g.LastItemData.ID == window->MoveId) && window->WriteAccessed)
             return false;
     }
 
@@ -3591,6 +3645,12 @@
     return GImGui->IO;
 }
 
+ImGuiPlatformIO& ImGui::GetPlatformIO()
+{
+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
+    return GImGui->PlatformIO;
+}
+
 // Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
 ImDrawData* ImGui::GetDrawData()
 {
@@ -3641,7 +3701,7 @@
 ImDrawList* ImGui::GetBackgroundDrawList()
 {
     ImGuiContext& g = *GImGui;
-    return GetBackgroundDrawList(g.Viewports[0]);
+    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
 }
 
 ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
@@ -3652,7 +3712,7 @@
 ImDrawList* ImGui::GetForegroundDrawList()
 {
     ImGuiContext& g = *GImGui;
-    return GetForegroundDrawList(g.Viewports[0]);
+    return GetForegroundDrawList(g.CurrentWindow->Viewport);
 }
 
 ImDrawListSharedData* ImGui::GetDrawListSharedData()
@@ -3669,17 +3729,46 @@
     FocusWindow(window);
     SetActiveID(window->MoveId, window);
     g.NavDisableHighlight = true;
-    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
+    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
     g.ActiveIdNoClearOnFocusLoss = true;
     SetActiveIdUsingNavAndKeys();
 
     bool can_move_window = true;
-    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
+    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
         can_move_window = false;
+    if (ImGuiDockNode* node = window->DockNodeAsHost)
+        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
+            can_move_window = false;
     if (can_move_window)
         g.MovingWindow = window;
 }
 
+// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
+// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node.
+// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window.
+void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node)
+{
+    ImGuiContext& g = *GImGui;
+    bool can_undock_node = false;
+    if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0)
+    {
+        // Can undock if:
+        // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy)
+        // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows)
+        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
+            if (undock_floating_node || root_node->IsDockSpace())
+                can_undock_node = true;
+    }
+
+    const bool clicked = IsMouseClicked(0);
+    const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f);
+    if (can_undock_node && dragging)
+        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
+    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
+        StartMouseMovingWindow(window);
+}
+
 // Handle mouse moving window
 // Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
 // FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
@@ -3693,20 +3782,43 @@
         // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
         // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
         KeepAliveID(g.ActiveId);
-        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
-        ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
-        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
+        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
+        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
+
+        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
+        const bool window_disappared = (!moving_window->WasActive || moving_window->Viewport == NULL);
+        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
         {
             ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
             if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
             {
                 MarkIniSettingsDirty(moving_window);
                 SetWindowPos(moving_window, pos, ImGuiCond_Always);
+                if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
+                {
+                    moving_window->Viewport->Pos = pos;
+                    moving_window->Viewport->UpdateWorkRect();
+                }
             }
             FocusWindow(g.MovingWindow);
         }
         else
         {
+            if (!window_disappared)
+            {
+                // Try to merge the window back into the main viewport.
+                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
+                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
+                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
+
+                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
+                if (!IsDragDropPayloadBeingAccepted())
+                    g.MouseViewport = moving_window->Viewport;
+
+                // Clear the NoInput window flag set by the Viewport system
+                moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL.
+            }
+
             g.MovingWindow = NULL;
             ClearActiveID();
         }
@@ -3736,7 +3848,7 @@
         return;
 
     // Click on empty space to focus window and start moving
-    // (after we're done with all our widgets)
+    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
     if (g.IO.MouseClicked[0])
     {
         // Handle the edge case of a popup being closed while clicking in its empty space.
@@ -3749,9 +3861,10 @@
             StartMouseMovingWindow(g.HoveredWindow); //-V595
 
             // Cancel moving if clicked outside of title bar
-            if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
-                if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
-                    g.MovingWindow = NULL;
+            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
+                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
+                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
+                        g.MovingWindow = NULL;
 
             // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
             if (g.HoveredIdDisabled)
@@ -3777,6 +3890,26 @@
     }
 }
 
+static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
+{
+    window->Pos += delta;
+    window->ClipRect.Translate(delta);
+    window->OuterRectClipped.Translate(delta);
+    window->InnerRect.Translate(delta);
+    window->DC.CursorPos += delta;
+    window->DC.CursorStartPos += delta;
+    window->DC.CursorMaxPos += delta;
+}
+
+static void ScaleWindow(ImGuiWindow* window, float scale)
+{
+    ImVec2 origin = window->Viewport->Pos;
+    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
+    window->Size = ImFloor(window->Size * scale);
+    window->SizeFull = ImFloor(window->SizeFull * scale);
+    window->ContentSize = ImFloor(window->ContentSize * scale);
+}
+
 static bool IsWindowActiveAndVisible(ImGuiWindow* window)
 {
     return (window->Active) && (!window->Hidden);
@@ -4004,10 +4137,11 @@
     // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
     bool clear_hovered_windows = false;
     FindHoveredWindow();
+    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
 
     // Modal windows prevents mouse from hovering behind them.
     ImGuiWindow* modal_window = GetTopMostPopupModal();
-    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window))
+    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
         clear_hovered_windows = true;
 
     // Disabled mouse?
@@ -4093,7 +4227,9 @@
     CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
 
     // Check and assert for various common IO and Configuration mistakes
+    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
     ErrorCheckNewFrameSanityChecks();
+    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
 
     // Load settings on first frame, save settings when modified (after a delay)
     UpdateSettings();
@@ -4115,6 +4251,7 @@
     UpdateViewportsNewFrame();
 
     // Setup current font and draw list shared data
+    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
     g.IO.Fonts->Locked = true;
     SetCurrentFont(GetDefaultFont());
     IM_ASSERT(g.Font->IsLoaded());
@@ -4138,6 +4275,7 @@
     for (int n = 0; n < g.Viewports.Size; n++)
     {
         ImGuiViewportP* viewport = g.Viewports[n];
+        viewport->DrawData = NULL;
         viewport->DrawDataP.Clear();
     }
 
@@ -4212,6 +4350,10 @@
     // Update mouse input state
     UpdateMouseInputs();
 
+    // Undocking
+    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
+    DockContextNewFrameUpdateUndocking(&g);
+
     // Find hovered window
     // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
     UpdateHoveredWindowAndCaptureFlags();
@@ -4228,6 +4370,7 @@
     g.MouseCursor = ImGuiMouseCursor_Arrow;
     g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
     g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
+    g.PlatformImePosViewport = NULL;
 
     // Mouse wheel scrolling, scale
     UpdateMouseWheel();
@@ -4271,6 +4414,9 @@
     g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
     g.GroupStack.resize(0);
 
+    // Docking
+    DockContextNewFrameUpdateDocking(&g);
+
     // [DEBUG] Update debug features
     UpdateDebugToolItemPicker();
     UpdateDebugToolStackQueries();
@@ -4309,9 +4455,16 @@
 
     // Create default viewport
     ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
+    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
+    viewport->Idx = 0;
+    viewport->PlatformWindowCreated = true;
+    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
     g.Viewports.push_back(viewport);
+    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
 
 #ifdef IMGUI_HAS_DOCK
+    // Initialize Docking
+    DockContextInitialize(&g);
 #endif
 
     g.Initialized = true;
@@ -4342,6 +4495,15 @@
         SetCurrentContext(backup_context);
     }
 
+    // Destroy platform windows
+    ImGuiContext* backup_context = ImGui::GetCurrentContext();
+    SetCurrentContext(context);
+    DestroyPlatformWindows();
+    SetCurrentContext(backup_context);
+
+    // Shutdown extensions
+    DockContextShutdown(&g);
+
     CallContextHooks(&g, ImGuiContextHookType_Shutdown);
 
     // Clear everything else
@@ -4361,6 +4523,7 @@
     g.OpenPopupStack.clear();
     g.BeginPopupStack.clear();
 
+    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
     g.Viewports.clear_delete();
 
     g.TabBars.Clear();
@@ -4460,8 +4623,10 @@
 static void AddWindowToDrawData(ImGuiWindow* window, int layer)
 {
     ImGuiContext& g = *GImGui;
-    ImGuiViewportP* viewport = g.Viewports[0];
+    ImGuiViewportP* viewport = window->Viewport;
     g.IO.MetricsRenderWindows++;
+    if (window->Flags & ImGuiWindowFlags_DockNodeHost)
+        window->DrawList->ChannelsMerge();
     AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
     for (int i = 0; i < window->DC.ChildWindows.Size; i++)
     {
@@ -4502,15 +4667,24 @@
 
 static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
 {
+    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
+    // and to allow applications/backends to easily skip rendering.
+    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
+    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
+    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
+    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_Minimized) != 0;
+
     ImGuiIO& io = ImGui::GetIO();
     ImDrawData* draw_data = &viewport->DrawDataP;
+    viewport->DrawData = draw_data; // Make publicly accessible
     draw_data->Valid = true;
     draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
     draw_data->CmdListsCount = draw_lists->Size;
     draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
     draw_data->DisplayPos = viewport->Pos;
-    draw_data->DisplaySize = viewport->Size;
-    draw_data->FramebufferScale = io.DisplayFramebufferScale;
+    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
+    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
+    draw_data->OwnerViewport = viewport;
     for (int n = 0; n < draw_lists->Size; n++)
     {
         draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
@@ -4538,19 +4712,27 @@
     window->ClipRect = window->DrawList->_ClipRectStack.back();
 }
 
+static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
+{
+    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
+        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
+            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
+    return window;
+}
+
 static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
 
-    ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport();
+    ImGuiViewportP* viewport = window->Viewport;
     ImRect viewport_rect = viewport->GetMainRect();
 
     // Draw behind window by moving the draw command at the FRONT of the draw list
     {
         // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
         // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
-        ImDrawList* draw_list = window->RootWindow->DrawList;
+        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
         if (draw_list->CmdBuffer.Size == 0)
             draw_list->AddDrawCmd();
         draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
@@ -4561,6 +4743,15 @@
         draw_list->CmdBuffer.push_front(cmd);
         draw_list->PopClipRect();
     }
+
+    // Draw over sibling docking nodes in a same docking tree
+    if (window->RootWindow->DockIsActive)
+    {
+        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
+        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
+        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
+        draw_list->PopClipRect();
+    }
 }
 
 ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
@@ -4589,20 +4780,26 @@
     if (!dim_bg_for_modal && !dim_bg_for_window_list)
         return;
 
+    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
     if (dim_bg_for_modal)
     {
         // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
         ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
         RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
+        viewports_already_dimmed[0] = modal_window->Viewport;
     }
     else if (dim_bg_for_window_list)
     {
-        // Draw dimming behind CTRL+Tab target window
+        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
         RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
+        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
+            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
+        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
+        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
 
         // Draw border around CTRL+Tab target window
         ImGuiWindow* window = g.NavWindowingTargetAnim;
-        ImGuiViewport* viewport = GetMainViewport();
+        ImGuiViewport* viewport = window->Viewport;
         float distance = g.FontSize;
         ImRect bb = window->Rect();
         bb.Expand(distance);
@@ -4614,6 +4811,19 @@
         window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
         window->DrawList->PopClipRect();
     }
+
+    // Draw dimming background on _other_ viewports than the ones our windows are in
+    for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
+    {
+        ImGuiViewportP* viewport = g.Viewports[viewport_n];
+        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
+            continue;
+        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
+            continue;
+        ImDrawList* draw_list = GetForegroundDrawList(viewport);
+        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
+        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
+    }
 }
 
 // This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
@@ -4632,11 +4842,13 @@
     ErrorCheckEndFrameSanityChecks();
 
     // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
-    if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))
-    {
-        g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
-        g.PlatformImeLastPos = g.PlatformImePos;
-    }
+    if (g.PlatformIO.Platform_SetImeInputPos && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImePos - g.PlatformImeLastPos) > 0.0001f))
+        if (g.PlatformImePosViewport && g.PlatformImePosViewport->PlatformWindowCreated)
+        {
+            g.PlatformIO.Platform_SetImeInputPos(g.PlatformImePosViewport, g.PlatformImePos);
+            g.PlatformImeLastPos = g.PlatformImePos;
+            g.PlatformImePosViewport = NULL;
+        }
 
     // Hide implicit/fallback "Debug" window if it hasn't been used
     g.WithinFrameScopeWithImplicitWindow = false;
@@ -4647,6 +4859,11 @@
     // Update navigation: CTRL+Tab, wrap-around requests
     NavEndFrame();
 
+    // Update docking
+    DockContextEndFrame(&g);
+
+    SetCurrentViewport(NULL, NULL);
+
     // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
     if (g.DragDropActive)
     {
@@ -4671,6 +4888,9 @@
     // Initiate moving window + handle left-click and right-click focus
     UpdateMouseMovingWindowEndFrame();
 
+    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
+    UpdateViewportsEndFrame();
+
     // Sort the window list so that all child windows are after their parent
     // We cannot do that on FocusWindow() because children may not exist yet
     g.WindowsTempSortBuffer.resize(0);
@@ -4725,13 +4945,9 @@
             AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
     }
 
-    // Draw modal/window whitening backgrounds
-    if (first_render_of_frame)
-        RenderDimmedBackgrounds();
-
     // Add ImDrawList to render
     ImGuiWindow* windows_to_render_top_most[2];
-    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
+    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
     windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
     for (int n = 0; n != g.Windows.Size; n++)
     {
@@ -4744,6 +4960,14 @@
         if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
             AddRootWindowToDrawData(windows_to_render_top_most[n]);
 
+    // Draw modal/window whitening backgrounds
+    if (first_render_of_frame)
+        RenderDimmedBackgrounds();
+
+    ImVec2 mouse_cursor_offset, mouse_cursor_size, mouse_cursor_uv[4];
+    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
+        g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &mouse_cursor_offset, &mouse_cursor_size, &mouse_cursor_uv[0], &mouse_cursor_uv[2]);
+
     // Setup ImDrawData structures for end-user
     g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
     for (int n = 0; n < g.Viewports.Size; n++)
@@ -4752,15 +4976,20 @@
         viewport->DrawDataBuilder.FlattenIntoSingleLayer();
 
         // Draw software mouse cursor if requested by io.MouseDrawCursor flag
-        if (g.IO.MouseDrawCursor && first_render_of_frame)
-            RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
+        // (note we scale cursor by current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor)
+        if (mouse_cursor_size.x > 0.0f && mouse_cursor_size.y > 0.0f && first_render_of_frame)
+        {
+            float scale = g.Style.MouseCursorScale * viewport->DpiScale;
+            if (viewport->GetMainRect().Overlaps(ImRect(g.IO.MousePos, g.IO.MousePos + ImVec2(mouse_cursor_size.x + 2, mouse_cursor_size.y + 2) * scale)))
+                RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, scale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
+        }
 
         // Add foreground ImDrawList (for each active viewport)
         if (viewport->DrawLists[1] != NULL)
             AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
 
         SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
-        ImDrawData* draw_data = &viewport->DrawDataP;
+        ImDrawData* draw_data = viewport->DrawData;
         g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
         g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
     }
@@ -4804,6 +5033,11 @@
 {
     ImGuiContext& g = *GImGui;
 
+    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
+    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
+    if (g.MovingWindow)
+        g.MovingWindow->Viewport = g.MouseViewport;
+
     ImGuiWindow* hovered_window = NULL;
     ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
     if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
@@ -4819,6 +5053,9 @@
             continue;
         if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
             continue;
+        IM_ASSERT(window->Viewport);
+        if (window->Viewport != g.MouseViewport)
+            continue;
 
         // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
         ImRect bb(window->OuterRectClipped);
@@ -4842,7 +5079,7 @@
         if (hovered_window == NULL)
             hovered_window = window;
         IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
-        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))
+        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
             hovered_window_ignoring_moving_window = window;
         if (hovered_window && hovered_window_ignoring_moving_window)
             break;
@@ -4850,6 +5087,9 @@
 
     g.HoveredWindow = hovered_window;
     g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
+
+    if (g.MovingWindow)
+        g.MovingWindow->Viewport = moving_window_viewport;
 }
 
 // Test if mouse cursor is hovering given rectangle
@@ -4868,6 +5108,8 @@
     const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
     if (!rect_for_touch.Contains(g.IO.MousePos))
         return false;
+    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
+        return false;
     return true;
 }
 
@@ -5177,6 +5419,13 @@
     ImGuiContext& g = *GImGui;
     if (g.NavId != g.LastItemData.ID || g.NavId == 0)
         return false;
+
+    // Special handling for the dummy item after Begin() which represent the title bar or tab.
+    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
+        return false;
+
     return true;
 }
 
@@ -5284,7 +5533,7 @@
     ImGuiContext& g = *GImGui;
     ImGuiWindow* parent_window = g.CurrentWindow;
 
-    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow;
+    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking;
     flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
 
     // Size
@@ -5412,6 +5661,7 @@
     window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
     window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
     window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
+    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
 }
 
 ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
@@ -5428,10 +5678,19 @@
 
 static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
 {
-    window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));
+    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    window->ViewportPos = main_viewport->Pos;
+    if (settings->ViewportId)
+    {
+        window->ViewportId = settings->ViewportId;
+        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
+    }
+    window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
     if (settings->Size.x > 0 && settings->Size.y > 0)
         window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
     window->Collapsed = settings->Collapsed;
+    window->DockId = settings->DockId;
+    window->DockOrder = settings->DockOrder;
 }
 
 static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
@@ -5470,6 +5729,7 @@
     // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
     const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
     window->Pos = main_viewport->Pos + ImVec2(60, 60);
+    window->ViewportPos = main_viewport->Pos;
 
     // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
     if (!(flags & ImGuiWindowFlags_NoSavedSettings))
@@ -5505,6 +5765,16 @@
     return window;
 }
 
+static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
+{
+    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
+}
+
+static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
+{
+    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
+}
+
 static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
 {
     ImGuiContext& g = *GImGui;
@@ -5532,7 +5802,7 @@
     // Minimum size
     if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
     {
-        ImGuiWindow* window_for_height = window;
+        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
         const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight();
         new_size = ImMax(new_size, g.Style.WindowMinSize);
         new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
@@ -5582,7 +5852,12 @@
             size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
 
         // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows?
-        ImVec2 avail_size = ImGui::GetMainViewport()->Size;
+        ImVec2 avail_size = window->Viewport->Size;
+        if (window->ViewportOwned)
+            avail_size = ImVec2(FLT_MAX, FLT_MAX);
+        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
+        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
+            avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
         ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
 
         // When the window cannot fit all contents (either because of constraints, either because screen is too small),
@@ -5612,7 +5887,7 @@
 {
     if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
         return ImGuiCol_PopupBg;
-    if (window->Flags & ImGuiWindowFlags_ChildWindow)
+    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
         return ImGuiCol_ChildBg;
     return ImGuiCol_WindowBg;
 }
@@ -5678,7 +5953,7 @@
 ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
 {
     IM_ASSERT(n >= 0 && n < 4);
-    ImGuiID id = window->ID;
+    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
     id = ImHashStr("#RESIZE", 0, id);
     id = ImHashData(&n, sizeof(int), id);
     return id;
@@ -5689,7 +5964,7 @@
 {
     IM_ASSERT(dir >= 0 && dir < 4);
     int n = (int)dir + 4;
-    ImGuiID id = window->ID;
+    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
     id = ImHashStr("#RESIZE", 0, id);
     id = ImHashData(&n, sizeof(int), id);
     return id;
@@ -5716,6 +5991,16 @@
     ImVec2 pos_target(FLT_MAX, FLT_MAX);
     ImVec2 size_target(FLT_MAX, FLT_MAX);
 
+    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
+    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
+    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
+    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
+    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
+    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
+    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
+    if (clip_with_viewport_rect)
+        window->ClipRect = window->Viewport->GetMainRect();
+
     // Resize grips and borders are on layer 1
     window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
 
@@ -5791,7 +6076,7 @@
     window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
 
     // Navigation resize (keyboard/gamepad)
-    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
+    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
     {
         ImVec2 nav_resize_delta;
         if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
@@ -5853,7 +6138,7 @@
         window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
         window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
     }
-    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
     {
         float y = window->Pos.y + window->TitleBarHeight() - 1;
         window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
@@ -5862,7 +6147,7 @@
 
 // Draw background and borders
 // Draw and handle scrollbars
-void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
+void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
 {
     ImGuiContext& g = *GImGui;
     ImGuiStyle& style = g.Style;
@@ -5890,21 +6175,57 @@
         // Window background
         if (!(flags & ImGuiWindowFlags_NoBackground))
         {
+            bool is_docking_transparent_payload = false;
+            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
+                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
+                    is_docking_transparent_payload = true;
+
             ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
-            bool override_alpha = false;
-            float alpha = 1.0f;
-            if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
+            if (window->ViewportOwned)
             {
-                alpha = g.NextWindowData.BgAlphaVal;
-                override_alpha = true;
+                // No alpha
+                bg_col = (bg_col | IM_COL32_A_MASK);
+                if (is_docking_transparent_payload)
+                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
             }
-            if (override_alpha)
-                bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
-            window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
+            else
+            {
+                // Adjust alpha. For docking
+                bool override_alpha = false;
+                float alpha = 1.0f;
+                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
+                {
+                    alpha = g.NextWindowData.BgAlphaVal;
+                    override_alpha = true;
+                }
+                if (is_docking_transparent_payload)
+                {
+                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
+                    override_alpha = true;
+                }
+                if (override_alpha)
+                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
+            }
+
+            // Render, for docked windows and host windows we ensure bg goes before decorations
+            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
+            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
+                bg_draw_list->ChannelsSetCurrent(0);
+            if (window->DockIsActive)
+                window->DockNode->LastBgColor = bg_col;
+
+            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
+
+            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
+                bg_draw_list->ChannelsSetCurrent(1);
         }
+        if (window->DockIsActive)
+            window->DockNode->IsBgDrawnThisFrame = true;
 
         // Title bar
-        if (!(flags & ImGuiWindowFlags_NoTitleBar))
+        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
+        // in order for their pos/size to be matching their undocking state.)
+        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
         {
             ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
             window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
@@ -5920,6 +6241,25 @@
                 window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
         }
 
+        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
+        ImGuiDockNode* node = window->DockNode;
+        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
+        {
+            float unhide_sz_draw = ImFloor(g.FontSize * 0.70f);
+            float unhide_sz_hit = ImFloor(g.FontSize * 0.55f);
+            ImVec2 p = node->Pos;
+            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
+            bool hovered, held;
+            if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren))
+                node->WantHiddenTabBarToggle = true;
+            else if (held && IsMouseDragging(0))
+                StartMouseMovingWindowOrNode(window, node, true);
+
+            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
+            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
+        }
+
         // Scrollbars
         if (window->ScrollbarX)
             Scrollbar(ImGuiAxis_X);
@@ -5927,7 +6267,7 @@
             Scrollbar(ImGuiAxis_Y);
 
         // Render resize grips (after their input handling so we don't have a frame of latency)
-        if (!(flags & ImGuiWindowFlags_NoResize))
+        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
         {
             for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
             {
@@ -5940,12 +6280,14 @@
             }
         }
 
-        // Borders
-        RenderWindowOuterBorders(window);
+        // Borders (for dock node host they will be rendered over after the tab bar)
+        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
+            RenderWindowOuterBorders(window);
     }
 }
 
 // Render title text, collapse button, close button
+// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
 void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
 {
     ImGuiContext& g = *GImGui;
@@ -5986,7 +6328,7 @@
 
     // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
     if (has_collapse_button)
-        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos))
+        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
             window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
 
     // Close button
@@ -6037,9 +6379,13 @@
 void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
 {
     window->ParentWindow = parent_window;
-    window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
+    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
     if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
-        window->RootWindow = parent_window->RootWindow;
+    {
+        window->RootWindowDockTree = parent_window->RootWindowDockTree;
+        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
+            window->RootWindow = parent_window->RootWindow;
+    }
     if (parent_window && (flags & ImGuiWindowFlags_Popup))
         window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
     if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
@@ -6115,21 +6461,24 @@
     const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
     window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
 
-    // Update the Appearing flag
-    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit "Debug" window would always toggle off->on
+    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
+    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
     if (flags & ImGuiWindowFlags_Popup)
     {
         ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
         window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
         window_just_activated_by_user |= (window != popup_ref.Window);
     }
-    window->Appearing = window_just_activated_by_user;
-    if (window->Appearing)
-        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
 
     // Update Flags, LastFrameActive, BeginOrderXXX fields
+    const bool window_was_appearing = window->Appearing;
     if (first_begin_of_the_frame)
     {
+        window->Appearing = window_just_activated_by_user;
+        if (window->Appearing)
+            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
+
+        window->FlagsPreviousFrame = window->Flags;
         window->Flags = (ImGuiWindowFlags)flags;
         window->LastFrameActive = current_frame;
         window->LastTimeActive = (float)g.Time;
@@ -6141,8 +6490,42 @@
         flags = window->Flags;
     }
 
+    // Docking
+    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
+    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
+        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
+    if (first_begin_of_the_frame)
+    {
+        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
+        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
+        bool dock_node_was_visible = window->DockNodeIsVisible;
+        bool dock_tab_was_visible = window->DockTabIsVisible;
+        if (has_dock_node || new_auto_dock_node)
+        {
+            BeginDocked(window, p_open);
+            flags = window->Flags;
+            if (window->DockIsActive)
+                IM_ASSERT(window->DockNode != NULL);
+
+            // Docking currently override constraints
+            g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint;
+
+            // Amend the Appearing flag
+            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
+            {
+                window->Appearing = true;
+                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
+            }
+        }
+        else
+        {
+            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
+        }
+    }
+
     // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
-    ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
+    ImGuiWindow* parent_window_in_stack = window->DockIsActive ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
     ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
     IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
 
@@ -6220,6 +6603,8 @@
         window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
     else if (first_begin_of_the_frame)
         window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
+        window->WindowClass = g.NextWindowData.WindowClass;
     if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
         SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
     if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
@@ -6238,6 +6623,11 @@
         window->IDStack.resize(1);
         window->DrawList->_ResetForNewFrame();
         window->DC.CurrentTableIdx = -1;
+        if (flags & ImGuiWindowFlags_DockNodeHost)
+        {
+            window->DrawList->ChannelsSplit(2);
+            window->DrawList->ChannelsSetCurrent(1); // Render decorations on channel 1 as we will render the backgrounds manually later
+        }
 
         // Restore buffer capacity when woken from a compacted state, to avoid
         if (window->MemoryCompacted)
@@ -6246,7 +6636,9 @@
         // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
         // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
         bool window_title_visible_elsewhere = false;
-        if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
+        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
+            window_title_visible_elsewhere = true;
+        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
             window_title_visible_elsewhere = true;
         if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
         {
@@ -6260,6 +6652,10 @@
         // Update contents size from last frame for auto-fitting (or use explicit size)
         const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
         CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
+
+        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
+        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
+        // it has a single usage before this code block and may be set below before it is finally checked.
         if (window->HiddenFramesCanSkipItems > 0)
             window->HiddenFramesCanSkipItems--;
         if (window->HiddenFramesCannotSkipItems > 0)
@@ -6287,18 +6683,25 @@
         }
 
         // SELECT VIEWPORT
-        // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)
+        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
+
+        WindowSelectViewport(window);
+        SetCurrentViewport(window, window->Viewport);
+        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
         SetCurrentWindow(window);
+        flags = window->Flags;
 
         // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
+        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
 
         if (flags & ImGuiWindowFlags_ChildWindow)
             window->WindowBorderSize = style.ChildBorderSize;
         else
             window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
-        window->WindowPadding = style.WindowPadding;
-        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
+        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
             window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
+        else
+            window->WindowPadding = style.WindowPadding;
 
         // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
         window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
@@ -6306,7 +6709,7 @@
 
         // Collapse window by double-clicking on title bar
         // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
-        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
+        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
         {
             // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
             ImRect title_bar_rect = window->TitleBarRect();
@@ -6399,24 +6802,57 @@
         else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
             window->Pos = FindBestWindowPosForPopup(window);
 
+        // Late create viewport if we don't fit within our current host viewport.
+        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized))
+            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
+            {
+                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
+                //ImGuiViewport* old_viewport = window->Viewport;
+                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
+
+                // FIXME-DPI
+                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
+                SetCurrentViewport(window, window->Viewport);
+                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
+                SetCurrentWindow(window);
+            }
+
+        if (window->ViewportOwned)
+            WindowSyncOwnedViewport(window, parent_window_in_stack);
+
         // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
         // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
-        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
-        ImRect viewport_rect(viewport->GetMainRect());
-        ImRect viewport_work_rect(viewport->GetWorkRect());
+        ImRect viewport_rect(window->Viewport->GetMainRect());
+        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
         ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
         ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
 
         // Clamp position/size so window stays visible within its viewport or monitor
         // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+        // FIXME: Similar to code in GetWindowAllowedExtentRect()
         if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
-            if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
+        {
+            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
+            {
                 ClampWindowRect(window, visibility_rect);
+            }
+            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
+            {
+                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
+                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
+                visibility_rect.Min = monitor->WorkPos + visibility_padding;
+                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
+                ClampWindowRect(window, visibility_rect);
+            }
+        }
         window->Pos = ImFloor(window->Pos);
 
         // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
         // Large values tend to lead to variety of artifacts and are not recommended.
-        window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
+        if (window->ViewportOwned || window->DockIsActive)
+            window->WindowRounding = 0.0f;
+        else
+            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
 
         // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
         //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
@@ -6428,7 +6864,7 @@
         {
             if (flags & ImGuiWindowFlags_Popup)
                 want_focus = true;
-            else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
+            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
                 want_focus = true;
 
             ImGuiWindow* modal = GetTopMostPopupModal();
@@ -6448,16 +6884,33 @@
             }
         }
 
+        // Decide if we are going to handle borders and resize grips
+        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
+
         // Handle manual resize: Resize Grips, Borders, Gamepad
         int border_held = -1;
         ImU32 resize_grip_col[4] = {};
         const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
         const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
-        if (!window->Collapsed)
+        if (handle_borders_and_resize_grips && !window->Collapsed)
             if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
                 use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
         window->ResizeBorderHeld = (signed char)border_held;
 
+        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
+        if (window->ViewportOwned)
+        {
+            if (!window->Viewport->PlatformRequestMove)
+                window->Viewport->Pos = window->Pos;
+            if (!window->Viewport->PlatformRequestResize)
+                window->Viewport->Size = window->Size;
+            window->Viewport->UpdateWorkRect();
+            viewport_rect = window->Viewport->GetMainRect();
+        }
+
+        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
+        window->ViewportPos = window->Viewport->Pos;
+
         // SCROLLBAR VISIBILITY
 
         // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
@@ -6491,6 +6944,8 @@
         const ImRect outer_rect = window->Rect();
         const ImRect title_bar_rect = window->TitleBarRect();
         window->OuterRectClipped = outer_rect;
+        if (window->DockIsActive)
+            window->OuterRectClipped.Min.y += window->TitleBarHeight();
         window->OuterRectClipped.ClipWith(host_rect);
 
         // Inner rectangle
@@ -6546,6 +7001,8 @@
         // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
         // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
         // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
+        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
+        if (is_undocked_or_docked_visible)
         {
             bool render_decorations_in_parent = false;
             if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
@@ -6563,8 +7020,8 @@
 
             // Handle title bar, scrollbar, resize grips and resize borders
             const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
-            const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
-            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
+            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
+            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
 
             if (render_decorations_in_parent)
                 window->DrawList = &window->DrawListInst;
@@ -6648,8 +7105,20 @@
             NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
         }
 
+        // Close requested by platform window
+        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
+        {
+            if (!window->DockIsActive || window->DockTabIsVisible)
+            {
+                window->Viewport->PlatformRequestClose = false;
+                g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue.
+                IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' PlatformRequestClose\n", window->Name);
+                *p_open = false;
+            }
+        }
+
         // Title bar
-        if (!(flags & ImGuiWindowFlags_NoTitleBar))
+        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
             RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
 
         // Clear hit test shape every frame
@@ -6665,9 +7134,27 @@
                 LogToClipboard();
         */
 
+        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
+        {
+            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
+            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
+            if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift))
+                if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
+                    BeginDockableDragDropSource(window);
+
+            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
+            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
+                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
+                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
+                        BeginDockableDragDropTarget(window);
+        }
+
         // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
         // This is useful to allow creating context menus on title bar only, etc.
-        SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
+        if (window->DockIsActive)
+            SetLastItemData(window->ID, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
+        else
+            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
 
 #ifdef IMGUI_ENABLE_TEST_ENGINE
         if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
@@ -6677,13 +7164,15 @@
     else
     {
         // Append
+        SetCurrentViewport(window, window->Viewport);
         SetCurrentWindow(window);
     }
 
     // Pull/inherit current state
     window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595
 
-    PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
+    if (!(flags & ImGuiWindowFlags_DockNodeHost))
+        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
 
     // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
     window->WriteAccessed = false;
@@ -6693,11 +7182,23 @@
     // Update visibility
     if (first_begin_of_the_frame)
     {
+        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
+        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
+        // This is analogous to regular windows being hidden from one frame.
+        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
+        if (window->DockIsActive && !window->DockTabIsVisible)
+        {
+            if (window->LastFrameJustFocused == g.FrameCount)
+                window->HiddenFramesCannotSkipItems = 1;
+            else
+                window->HiddenFramesCanSkipItems = 1;
+        }
+
         if (flags & ImGuiWindowFlags_ChildWindow)
         {
             // Child window can be out of sight and have "negative" clip windows.
             // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
-            IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
+            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
             if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
             {
                 const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
@@ -6734,6 +7235,12 @@
             if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
                 skip_items = true;
         window->SkipItems = skip_items;
+
+        // Sanity check: there are two spots which can set Appearing = true
+        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
+        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
+        if (window->SkipItems && !window->Appearing)
+            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
     }
 
     return !window->SkipItems;
@@ -6753,18 +7260,24 @@
     IM_ASSERT(g.CurrentWindowStack.Size > 0);
 
     // Error checking: verify that user doesn't directly call End() on a child window.
-    if (window->Flags & ImGuiWindowFlags_ChildWindow)
+    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
         IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
 
     // Close anything that is open
     if (window->DC.CurrentColumns)
         EndColumns();
-    PopClipRect();   // Inner window clip rectangle
+    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
+        PopClipRect();
 
     // Stop logging
     if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
         LogFinish();
 
+    // Docking: report contents sizes to parent to allow for auto-resize
+    if (window->DockNode && window->DockTabIsVisible)
+        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
+            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
+
     // Pop from window stack
     g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
     if (window->Flags & ImGuiWindowFlags_ChildMenu)
@@ -6774,6 +7287,8 @@
     g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState();
     g.CurrentWindowStack.pop_back();
     SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
+    if (g.CurrentWindow)
+        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
 }
 
 void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
@@ -6801,7 +7316,7 @@
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* current_front_window = g.Windows.back();
-    if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
+    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
         return;
     for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
         if (g.Windows[i] == window)
@@ -6877,24 +7392,32 @@
     ClosePopupsOverWindow(window, false);
 
     // Move the root window to the top of the pile
-    IM_ASSERT(window == NULL || window->RootWindow != NULL);
-    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
-    ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
+    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
+    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
+    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
+    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
+    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
 
     // Steal active widgets. Some of the cases it triggers includes:
     // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
     // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
+    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
     if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
-        if (!g.ActiveIdNoClearOnFocusLoss)
+        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
             ClearActiveID();
 
     // Passing NULL allow to disable keyboard focus
     if (!window)
         return;
+    window->LastFrameJustFocused = g.FrameCount;
+
+    // Select in dock node
+    if (dock_node && dock_node->TabBar)
+        dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->ID;
 
     // Bring to front
     BringWindowToFocusFront(focus_front_window);
-    if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
+    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
         BringWindowToDisplayFront(display_front_window);
 }
 
@@ -6921,6 +7444,10 @@
         if (window != ignore_window && window->WasActive)
             if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
             {
+                // FIXME-DOCK: This is failing (lagging by one frame) for docked windows.
+                // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
+                // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
+                // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
                 ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
                 FocusWindow(focus_window);
                 return;
@@ -7054,7 +7581,7 @@
     window->DC.TextWrapPosStack.pop_back();
 }
 
-static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy)
+static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
 {
     ImGuiWindow* last_window = NULL;
     while (last_window != window)
@@ -7063,13 +7590,15 @@
         window = window->RootWindow;
         if (popup_hierarchy)
             window = window->RootWindowPopupTree;
-    }
+		if (dock_hierarchy)
+			window = window->RootWindowDockTree;
+	}
     return window;
 }
 
-bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy)
+bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
 {
-    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy);
+    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
     if (window_root == potential_parent)
         return true;
     while (window != NULL)
@@ -7129,12 +7658,13 @@
     {
         IM_ASSERT(cur_window); // Not inside a Begin()/End()
         const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
+        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
         if (flags & ImGuiHoveredFlags_RootWindow)
-            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
+            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
 
         bool result;
         if (flags & ImGuiHoveredFlags_ChildWindows)
-            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
+            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
         else
             result = (ref_window == cur_window);
         if (!result)
@@ -7162,15 +7692,28 @@
 
     IM_ASSERT(cur_window); // Not inside a Begin()/End()
     const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
+    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
     if (flags & ImGuiHoveredFlags_RootWindow)
-        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
+        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
 
     if (flags & ImGuiHoveredFlags_ChildWindows)
-        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
+        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
     else
         return (ref_window == cur_window);
 }
 
+ImGuiID ImGui::GetWindowDockID()
+{
+    ImGuiContext& g = *GImGui;
+    return g.CurrentWindow->DockId;
+}
+
+bool ImGui::IsWindowDocked()
+{
+    ImGuiContext& g = *GImGui;
+    return g.CurrentWindow->DockIsActive;
+}
+
 // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
 // Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
 // If you want a window to never be focused, you may use the e.g. NoInputs flag.
@@ -7346,6 +7889,7 @@
     g.NextWindowData.PosVal = pos;
     g.NextWindowData.PosPivotVal = pivot;
     g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
+    g.NextWindowData.PosUndock = true;
 }
 
 void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
@@ -7404,12 +7948,48 @@
     g.NextWindowData.BgAlphaVal = alpha;
 }
 
+void ImGui::SetNextWindowViewport(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
+    g.NextWindowData.ViewportId = id;
+}
+
+void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
+{
+    ImGuiContext& g = *GImGui;
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
+    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
+    g.NextWindowData.DockId = id;
+}
+
+void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
+    g.NextWindowData.WindowClass = *window_class;
+}
+
 ImDrawList* ImGui::GetWindowDrawList()
 {
     ImGuiWindow* window = GetCurrentWindow();
     return window->DrawList;
 }
 
+float ImGui::GetWindowDpiScale()
+{
+    ImGuiContext& g = *GImGui;
+    return g.CurrentDpiScale;
+}
+
+ImGuiViewport* ImGui::GetWindowViewport()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
+    return g.CurrentViewport;
+}
+
 ImFont* ImGui::GetFont()
 {
     return GImGui->Font;
@@ -7659,6 +8239,46 @@
     // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
     if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
         g.IO.ConfigWindowsResizeFromEdges = false;
+
+    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
+    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
+        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
+    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
+        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
+
+    // Perform simple checks: multi-viewport and platform windows support
+    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
+        {
+            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
+            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
+            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
+            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
+            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
+            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
+            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
+            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
+            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
+            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
+        }
+        else
+        {
+            // Disable feature, our backends do not support it
+            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
+        }
+
+        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
+        for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
+        {
+            ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n];
+            IM_UNUSED(mon);
+            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
+            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
+            IM_ASSERT(mon.DpiScale != 0.0f);
+        }
+    }
 }
 
 static void ImGui::ErrorCheckEndFrameSanityChecks()
@@ -8603,7 +9223,7 @@
                 window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary?
                 ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
             }
-    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
+    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
     Begin(window_name, NULL, flags | extra_window_flags);
 }
 
@@ -8780,11 +9400,12 @@
             // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
             // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
             //     Window -> Popup1 -> Popup2 -> Popup3
-            // - Each popups may contain child windows, which is why we compare ->RootWindow!
+            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
             //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
             bool ref_window_is_descendent_of_popup = false;
             for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
                 if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
+                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
                     if (IsWindowWithinBeginStackOf(ref_window, popup_window))
                     {
                         ref_window_is_descendent_of_popup = true;
@@ -8890,7 +9511,7 @@
     else
         ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
 
-    flags |= ImGuiWindowFlags_Popup;
+    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
     bool is_open = Begin(name, NULL, flags);
     if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
         EndPopup();
@@ -8928,11 +9549,11 @@
     // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
     if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
     {
-        const ImGuiViewport* viewport = GetMainViewport();
+        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
         SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
     }
 
-    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;
+    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
     const bool is_open = Begin(name, p_open, flags);
     if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
     {
@@ -9119,8 +9740,19 @@
 ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
 {
     ImGuiContext& g = *GImGui;
-    IM_UNUSED(window);
-    ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();
+    ImRect r_screen;
+    if (window->ViewportAllowPlatformMonitorExtend >= 0)
+    {
+        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
+        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
+        r_screen.Min = monitor.WorkPos;
+        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
+    }
+    else
+    {
+        // Use the full viewport area (not work area) for popups
+        r_screen = window->Viewport->GetMainRect();
+    }
     ImVec2 padding = g.Style.DisplaySafeAreaPadding;
     r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
     return r_screen;
@@ -9135,8 +9767,7 @@
     {
         // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
         // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
-        IM_ASSERT(g.CurrentWindow == window);
-        ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;
+        ImGuiWindow* parent_window = window->ParentWindow;
         float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
         ImRect r_avoid;
         if (parent_window->DC.MenuBarAppending)
@@ -9583,6 +10214,9 @@
 {
     if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
         return window->NavLastChildNavWindow;
+    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
+        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
+            return tab->Window;
     return window;
 }
 
@@ -9621,6 +10255,7 @@
 // This needs to be called before we submit any widget (aka in or before Begin)
 void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
 {
+    // FIXME: ChildWindow test here is wrong for docking
     ImGuiContext& g = *GImGui;
     IM_ASSERT(window == g.NavWindow);
 
@@ -9672,7 +10307,7 @@
             rect_rel.Translate(window->Scroll - next_scroll);
         }
         ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
-        ImGuiViewport* viewport = GetMainViewport();
+        ImGuiViewport* viewport = window->Viewport;
         return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
     }
 }
@@ -10472,7 +11107,7 @@
         {
             const float NAV_MOVE_SPEED = 800.0f;
             const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well
-            ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
+            ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
             SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);
             MarkIniSettingsDirty(moving_window);
             g.NavDisableMouseHover = true;
@@ -10482,6 +11117,7 @@
     // Apply final focus
     if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
     {
+        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
         ClearActiveID();
         NavRestoreHighlightAfterMove();
         apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
@@ -10499,6 +11135,10 @@
         // won't be valid.
         if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
             g.NavLayer = ImGuiNavLayer_Menu;
+
+        // Request OS level focus
+        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
+            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
     }
     if (apply_focus_window)
         g.NavWindowingTarget = NULL;
@@ -10527,7 +11167,8 @@
         if (new_nav_layer != g.NavLayer)
         {
             // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
-            if (new_nav_layer == ImGuiNavLayer_Menu)
+            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
+            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
                 g.NavWindow->NavLastIds[new_nav_layer] = 0;
             NavRestoreLayer(new_nav_layer);
             NavRestoreHighlightAfterMove();
@@ -10542,6 +11183,8 @@
         return "(Popup)";
     if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
         return "(Main menu bar)";
+    if (window->DockNodeAsHost)
+        return "(Dock node)";
     return "(Untitled)";
 }
 
@@ -10556,7 +11199,7 @@
 
     if (g.NavWindowingListWindow == NULL)
         g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
-    const ImGuiViewport* viewport = GetMainViewport();
+    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
     SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
     SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
     PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
@@ -10781,7 +11424,7 @@
 
     ImGuiWindow* window = g.CurrentWindow;
     ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
-    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
+    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
         return false;
     IM_ASSERT(id != 0);
     if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
@@ -10810,7 +11453,7 @@
     if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
         return false;
     ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
-    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems)
+    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
         return false;
 
     const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
@@ -11386,9 +12029,15 @@
     ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
     int x, y;
     int i;
-    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)         { settings->Pos = ImVec2ih((short)x, (short)y); }
-    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)   { settings->Size = ImVec2ih((short)x, (short)y); }
-    else if (sscanf(line, "Collapsed=%d", &i) == 1)     { settings->Collapsed = (i != 0); }
+    ImU32 u1;
+    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
+    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
+    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
+    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
+    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
+    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
+    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
+    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
 }
 
 // Apply to existing windows (if any)
@@ -11422,9 +12071,14 @@
             window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
         }
         IM_ASSERT(settings->ID == window->ID);
-        settings->Pos = ImVec2ih(window->Pos);
+        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
         settings->Size = ImVec2ih(window->SizeFull);
-
+        settings->ViewportId = window->ViewportId;
+        settings->ViewportPos = ImVec2ih(window->ViewportPos);
+        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
+        settings->DockId = window->DockId;
+        settings->ClassId = window->WindowClass.ClassId;
+        settings->DockOrder = window->DockOrder;
         settings->Collapsed = window->Collapsed;
     }
 
@@ -11434,9 +12088,25 @@
     {
         const char* settings_name = settings->GetName();
         buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
-        buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
-        buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
+        if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
+        {
+            buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
+            buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
+        }
+        if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
+            buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
+        if (settings->Size.x != 0 || settings->Size.y != 0)
+            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
         buf->appendf("Collapsed=%d\n", settings->Collapsed);
+        if (settings->DockId != 0)
+        {
+            if (settings->DockOrder == -1)
+                buf->appendf("DockId=0x%08X\n", settings->DockId);
+            else
+                buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
+            if (settings->ClassId != 0)
+                buf->appendf("ClassId=0x%08X\n", settings->ClassId);
+        }
         buf->append("\n");
     }
 }
@@ -11446,8 +12116,28 @@
 // [SECTION] VIEWPORTS, PLATFORM WINDOWS
 //-----------------------------------------------------------------------------
 // - GetMainViewport()
+// - FindViewportByID()
+// - FindViewportByPlatformHandle()
+// - SetCurrentViewport() [Internal]
+// - SetWindowViewport() [Internal]
+// - GetWindowAlwaysWantOwnViewport() [Internal]
+// - UpdateTryMergeWindowIntoHostViewport() [Internal]
+// - UpdateTryMergeWindowIntoHostViewports() [Internal]
+// - TranslateWindowsInViewport() [Internal]
+// - ScaleWindowsInViewport() [Internal]
+// - FindHoveredViewportFromPlatformWindowStack() [Internal]
 // - UpdateViewportsNewFrame() [Internal]
-// (this section is more complete in the 'docking' branch)
+// - UpdateViewportsEndFrame() [Internal]
+// - AddUpdateViewport() [Internal]
+// - WindowSelectViewport() [Internal]
+// - WindowSyncOwnedViewport() [Internal]
+// - UpdatePlatformWindows()
+// - RenderPlatformWindowsDefault()
+// - FindPlatformMonitorForPos() [Internal]
+// - FindPlatformMonitorForRect() [Internal]
+// - UpdateViewportPlatformMonitor() [Internal]
+// - DestroyPlatformWindow() [Internal]
+// - DestroyPlatformWindows()
 //-----------------------------------------------------------------------------
 
 ImGuiViewport* ImGui::GetMainViewport()
@@ -11456,36 +12146,4771 @@
     return g.Viewports[0];
 }
 
-// Update viewports and monitor infos
-static void ImGui::UpdateViewportsNewFrame()
+// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
+ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
 {
     ImGuiContext& g = *GImGui;
-    IM_ASSERT(g.Viewports.Size == 1);
+    for (int n = 0; n < g.Viewports.Size; n++)
+        if (g.Viewports[n]->ID == id)
+            return g.Viewports[n];
+    return NULL;
+}
 
-    // Update main viewport with current platform position.
-    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
-    ImGuiViewportP* main_viewport = g.Viewports[0];
-    main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;
-    main_viewport->Pos = ImVec2(0.0f, 0.0f);
-    main_viewport->Size = g.IO.DisplaySize;
+ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
+{
+    ImGuiContext& g = *GImGui;
+    for (int i = 0; i != g.Viewports.Size; i++)
+        if (g.Viewports[i]->PlatformHandle == platform_handle)
+            return g.Viewports[i];
+    return NULL;
+}
 
+void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
+{
+    ImGuiContext& g = *GImGui;
+    (void)current_window;
+
+    if (viewport)
+        viewport->LastFrameActive = g.FrameCount;
+    if (g.CurrentViewport == viewport)
+        return;
+    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
+    g.CurrentViewport = viewport;
+    //IMGUI_DEBUG_LOG_VIEWPORT("SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
+
+    // Notify platform layer of viewport changes
+    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
+    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
+        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
+}
+
+static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
+{
+    // Abandon viewport
+    if (window->ViewportOwned && window->Viewport->Window == window)
+        window->Viewport->Size = ImVec2(0.0f, 0.0f);
+
+    window->Viewport = viewport;
+    window->ViewportId = viewport->ID;
+    window->ViewportOwned = (viewport->Window == window);
+}
+
+static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
+{
+    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
+    ImGuiContext& g = *GImGui;
+    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
+        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
+            if (!window->DockIsActive)
+                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
+                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
+                        return true;
+    return false;
+}
+
+static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
+{
+    ImGuiContext& g = *GImGui;
+    if (window->Viewport == viewport)
+        return false;
+    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
+        return false;
+    if ((viewport->Flags & ImGuiViewportFlags_Minimized) != 0)
+        return false;
+    if (!viewport->GetMainRect().Contains(window->Rect()))
+        return false;
+    if (GetWindowAlwaysWantOwnViewport(window))
+        return false;
+
+    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
+    for (int n = 0; n < g.Windows.Size; n++)
+    {
+        ImGuiWindow* window_behind = g.Windows[n];
+        if (window_behind == window)
+            break;
+        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
+            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
+                return false;
+    }
+
+    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
+    ImGuiViewportP* old_viewport = window->Viewport;
+    if (window->ViewportOwned)
+        for (int n = 0; n < g.Windows.Size; n++)
+            if (g.Windows[n]->Viewport == old_viewport)
+                SetWindowViewport(g.Windows[n], viewport);
+    SetWindowViewport(window, viewport);
+    BringWindowToDisplayFront(window);
+
+    return true;
+}
+
+// FIXME: handle 0 to N host viewports
+static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
+}
+
+// Translate Dear ImGui windows when a Host Viewport has been moved
+// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
+void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
+
+    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
+    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
+    // 2) If it's not going to fit into the new size, keep it at same absolute position.
+    // One problem with this is that most Win32 applications doesn't update their render while dragging,
+    // and so the window will appear to teleport when releasing the mouse.
+    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
+    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
+    ImVec2 delta_pos = new_pos - old_pos;
+    for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT
+        if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect())))
+            TranslateWindow(g.Windows[window_n], delta_pos);
+}
+
+// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
+void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
+{
+    ImGuiContext& g = *GImGui;
+    if (viewport->Window)
+    {
+        ScaleWindow(viewport->Window, scale);
+    }
+    else
+    {
+        for (int i = 0; i != g.Windows.Size; i++)
+            if (g.Windows[i]->Viewport == viewport)
+                ScaleWindow(g.Windows[i], scale);
+    }
+}
+
+// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
+// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
+// B) It requires Platform_GetWindowFocus to be implemented by backend.
+ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiViewportP* best_candidate = NULL;
     for (int n = 0; n < g.Viewports.Size; n++)
     {
         ImGuiViewportP* viewport = g.Viewports[n];
+        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
+            if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount)
+                best_candidate = viewport;
+    }
+    return best_candidate;
+}
 
-        // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again.
+// Update viewports and monitor infos
+// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
+static void ImGui::UpdateViewportsNewFrame()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
+
+    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
+    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
+    if (viewports_enabled)
+    {
+        for (int n = 0; n < g.Viewports.Size; n++)
+        {
+            ImGuiViewportP* viewport = g.Viewports[n];
+            const bool platform_funcs_available = viewport->PlatformWindowCreated;
+            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
+            {
+                bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
+                if (minimized)
+                    viewport->Flags |= ImGuiViewportFlags_Minimized;
+                else
+                    viewport->Flags &= ~ImGuiViewportFlags_Minimized;
+            }
+        }
+    }
+
+    // Create/update main viewport with current platform position.
+    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
+    ImGuiViewportP* main_viewport = g.Viewports[0];
+    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
+    IM_ASSERT(main_viewport->Window == NULL);
+    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
+    ImVec2 main_viewport_size = g.IO.DisplaySize;
+    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized))
+    {
+        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
+        main_viewport_size = main_viewport->Size;
+    }
+    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
+
+    g.CurrentDpiScale = 0.0f;
+    g.CurrentViewport = NULL;
+    g.MouseViewport = NULL;
+    for (int n = 0; n < g.Viewports.Size; n++)
+    {
+        ImGuiViewportP* viewport = g.Viewports[n];
+        viewport->Idx = n;
+
+        // Erase unused viewports
+        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
+        {
+            DestroyViewport(viewport);
+            n--;
+            continue;
+        }
+
+        const bool platform_funcs_available = viewport->PlatformWindowCreated;
+        if (viewports_enabled)
+        {
+            // Update Position and Size (from Platform Window to ImGui) if requested.
+            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
+            if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available)
+            {
+                // Viewport->WorkPos and WorkSize will be updated below
+                if (viewport->PlatformRequestMove)
+                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
+                if (viewport->PlatformRequestResize)
+                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
+            }
+        }
+
+        // Update/copy monitor info
+        UpdateViewportPlatformMonitor(viewport);
+
+        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
         viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
         viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
         viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
         viewport->UpdateWorkRect();
+
+        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
+        viewport->Alpha = 1.0f;
+
+        // Translate Dear ImGui windows when a Host Viewport has been moved
+        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
+        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
+        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
+            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
+
+        // Update DPI scale
+        float new_dpi_scale;
+        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
+            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
+        else if (viewport->PlatformMonitor != -1)
+            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
+        else
+            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
+        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
+        {
+            float scale_factor = new_dpi_scale / viewport->DpiScale;
+            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
+                ScaleWindowsInViewport(viewport, scale_factor);
+            //if (viewport == GetMainViewport())
+            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
+
+            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
+            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
+            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
+            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
+            //    g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor);
+        }
+        viewport->DpiScale = new_dpi_scale;
+    }
+
+    // Update fallback monitor
+    if (g.PlatformIO.Monitors.Size == 0)
+    {
+        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
+        monitor->MainPos = main_viewport->Pos;
+        monitor->MainSize = main_viewport->Size;
+        monitor->WorkPos = main_viewport->WorkPos;
+        monitor->WorkSize = main_viewport->WorkSize;
+        monitor->DpiScale = main_viewport->DpiScale;
+    }
+
+    if (!viewports_enabled)
+    {
+        g.MouseViewport = main_viewport;
+        return;
+    }
+
+    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
+    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
+    ImGuiViewportP* viewport_hovered = NULL;
+    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
+    {
+        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
+        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
+        {
+            // Backend failed at honoring its contract if it returned a viewport with the _NoInputs flag.
+            IM_ASSERT(0);
+            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
+        }
+    }
+    else
+    {
+        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
+        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
+        // B) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
+        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
+    }
+    if (viewport_hovered != NULL)
+        g.MouseLastHoveredViewport = viewport_hovered;
+    else if (g.MouseLastHoveredViewport == NULL)
+        g.MouseLastHoveredViewport = g.Viewports[0];
+
+    // Update mouse reference viewport
+    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
+    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
+    if (g.MovingWindow && g.MovingWindow->Viewport)
+        g.MouseViewport = g.MovingWindow->Viewport;
+    else
+        g.MouseViewport = g.MouseLastHoveredViewport;
+
+    // When dragging something, always refer to the last hovered viewport.
+    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
+    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
+    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
+    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
+    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
+    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
+        viewport_hovered = g.MouseLastHoveredViewport;
+    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
+        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
+            g.MouseViewport = viewport_hovered;
+
+    IM_ASSERT(g.MouseViewport != NULL);
+}
+
+// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
+static void ImGui::UpdateViewportsEndFrame()
+{
+    ImGuiContext& g = *GImGui;
+    g.PlatformIO.Viewports.resize(0);
+    for (int i = 0; i < g.Viewports.Size; i++)
+    {
+        ImGuiViewportP* viewport = g.Viewports[i];
+        viewport->LastPos = viewport->Pos;
+        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
+            if (i > 0) // Always include main viewport in the list
+                continue;
+        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
+            continue;
+        if (i > 0)
+            IM_ASSERT(viewport->Window != NULL);
+        g.PlatformIO.Viewports.push_back(viewport);
+    }
+    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
+}
+
+// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
+ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(id != 0);
+
+    flags |= ImGuiViewportFlags_IsPlatformWindow;
+    if (window != NULL)
+    {
+        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
+            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
+        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
+            flags |= ImGuiViewportFlags_NoInputs;
+        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
+            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
+    }
+
+    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
+    if (viewport)
+    {
+        if (!viewport->PlatformRequestMove)
+            viewport->Pos = pos;
+        if (!viewport->PlatformRequestResize)
+            viewport->Size = size;
+        viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags
+    }
+    else
+    {
+        // New viewport
+        viewport = IM_NEW(ImGuiViewportP)();
+        viewport->ID = id;
+        viewport->Idx = g.Viewports.Size;
+        viewport->Pos = viewport->LastPos = pos;
+        viewport->Size = size;
+        viewport->Flags = flags;
+        UpdateViewportPlatformMonitor(viewport);
+        g.Viewports.push_back(viewport);
+        IMGUI_DEBUG_LOG_VIEWPORT("Add Viewport %08X (%s)\n", id, window->Name);
+
+        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
+        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
+        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
+        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
+        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
+        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
+
+        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
+        // This is so we can select an appropriate font size on the first frame of our window lifetime
+        if (viewport->PlatformMonitor != -1)
+            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
+    }
+
+    viewport->Window = window;
+    viewport->LastFrameActive = g.FrameCount;
+    viewport->UpdateWorkRect();
+    IM_ASSERT(window == NULL || viewport->ID == window->ID);
+
+    if (window != NULL)
+        window->ViewportOwned = true;
+
+    return viewport;
+}
+
+static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
+{
+    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
+    ImGuiContext& g = *GImGui;
+    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
+    {
+        ImGuiWindow* window = g.Windows[window_n];
+        if (window->Viewport != viewport)
+            continue;
+        window->Viewport = NULL;
+        window->ViewportOwned = false;
+    }
+    if (viewport == g.MouseLastHoveredViewport)
+        g.MouseLastHoveredViewport = NULL;
+
+    // Destroy
+    IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
+    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
+    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
+    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
+    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
+    IM_DELETE(viewport);
+}
+
+// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
+static void ImGui::WindowSelectViewport(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindowFlags flags = window->Flags;
+    window->ViewportAllowPlatformMonitorExtend = -1;
+
+    // Restore main viewport if multi-viewport is not supported by the backend
+    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
+    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
+    {
+        SetWindowViewport(window, main_viewport);
+        return;
+    }
+    window->ViewportOwned = false;
+
+    // Appearing popups reset their viewport so they can inherit again
+    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
+    {
+        window->Viewport = NULL;
+        window->ViewportId = 0;
+    }
+
+    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
+    {
+        // By default inherit from parent window
+        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
+            window->Viewport = window->ParentWindow->Viewport;
+
+        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
+        if (window->Viewport == NULL && window->ViewportId != 0)
+        {
+            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
+            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
+                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
+        }
+    }
+
+    bool lock_viewport = false;
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
+    {
+        // Code explicitly request a viewport
+        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
+        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
+        lock_viewport = true;
+    }
+    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
+    {
+        // Always inherit viewport from parent window
+        if (window->DockNode && window->DockNode->HostWindow)
+            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
+        window->Viewport = window->ParentWindow->Viewport;
+    }
+    else if (window->DockNode && window->DockNode->HostWindow)
+    {
+        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
+        window->Viewport = window->DockNode->HostWindow->Viewport;
+    }
+    else if (flags & ImGuiWindowFlags_Tooltip)
+    {
+        window->Viewport = g.MouseViewport;
+    }
+    else if (GetWindowAlwaysWantOwnViewport(window))
+    {
+        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
+    }
+    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
+    {
+        if (window->Viewport != NULL && window->Viewport->Window == window)
+            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
+    }
+    else
+    {
+        // Merge into host viewport?
+        // We cannot test window->ViewportOwned as it set lower in the function.
+        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && g.ActiveId == 0);
+        if (try_to_merge_into_host_viewport)
+            UpdateTryMergeWindowIntoHostViewports(window);
+    }
+
+    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
+    if (window->Viewport == NULL)
+        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
+            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
+
+    // Mark window as allowed to protrude outside of its viewport and into the current monitor
+    if (!lock_viewport)
+    {
+        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
+        {
+            // We need to take account of the possibility that mouse may become invalid.
+            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
+            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
+            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
+            bool mouse_valid = IsMousePosValid(&mouse_ref);
+            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
+                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
+            else
+                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
+        }
+        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
+        {
+            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
+            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
+            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
+            {
+                // Steal/transfer ownership
+                IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
+                window->Viewport->Window = window;
+                window->Viewport->ID = window->ID;
+                window->Viewport->LastNameHash = 0;
+            }
+            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
+            {
+                // New viewport
+                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
+            }
+        }
+        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
+        {
+            // Regular (non-child, non-popup) windows by default are also allowed to protrude
+            // Child windows are kept contained within their parent.
+            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
+        }
+    }
+
+    // Update flags
+    window->ViewportOwned = (window == window->Viewport->Window);
+    window->ViewportId = window->Viewport->ID;
+
+    // If the OS window has a title bar, hide our imgui title bar
+    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
+    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
+}
+
+void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
+{
+    ImGuiContext& g = *GImGui;
+
+    bool viewport_rect_changed = false;
+
+    // Synchronize window --> viewport in most situations
+    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
+    if (window->Viewport->PlatformRequestMove)
+    {
+        window->Pos = window->Viewport->Pos;
+        MarkIniSettingsDirty(window);
+    }
+    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
+    {
+        viewport_rect_changed = true;
+        window->Viewport->Pos = window->Pos;
+    }
+
+    if (window->Viewport->PlatformRequestResize)
+    {
+        window->Size = window->SizeFull = window->Viewport->Size;
+        MarkIniSettingsDirty(window);
+    }
+    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
+    {
+        viewport_rect_changed = true;
+        window->Viewport->Size = window->Size;
+    }
+    window->Viewport->UpdateWorkRect();
+
+    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
+    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
+    if (viewport_rect_changed)
+        UpdateViewportPlatformMonitor(window->Viewport);
+
+    // Update common viewport flags
+    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
+    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
+    ImGuiWindowFlags window_flags = window->Flags;
+    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
+    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
+    if (window_flags & ImGuiWindowFlags_Tooltip)
+        viewport_flags |= ImGuiViewportFlags_TopMost;
+    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
+        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
+    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
+        viewport_flags |= ImGuiViewportFlags_NoDecoration;
+
+    // Not correct to set modal as topmost because:
+    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
+    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
+    //if (flags & ImGuiWindowFlags_Modal)
+    //    viewport_flags |= ImGuiViewportFlags_TopMost;
+
+    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
+    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
+    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
+    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
+    if (is_short_lived_floating_window && !is_modal)
+        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
+
+    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
+    if (window->WindowClass.ViewportFlagsOverrideSet)
+        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
+    if (window->WindowClass.ViewportFlagsOverrideClear)
+        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
+
+    // We can also tell the backend that clearing the platform window won't be necessary,
+    // as our window background is filling the viewport and we have disabled BgAlpha.
+    // FIXME: Work on support for per-viewport transparency (#2766)
+    if (!(window_flags & ImGuiWindowFlags_NoBackground))
+        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
+
+    window->Viewport->Flags = viewport_flags;
+
+    // Update parent viewport ID
+    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
+    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
+        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
+    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
+        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
+    else
+        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
+}
+
+// Called by user at the end of the main loop, after EndFrame()
+// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
+void ImGui::UpdatePlatformWindows()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
+    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
+    g.FrameCountPlatformEnded = g.FrameCount;
+    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
+        return;
+
+    // Create/resize/destroy platform windows to match each active viewport.
+    // Skip the main viewport (index 0), which is always fully handled by the application!
+    for (int i = 1; i < g.Viewports.Size; i++)
+    {
+        ImGuiViewportP* viewport = g.Viewports[i];
+
+        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
+        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
+        bool destroy_platform_window = false;
+        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
+        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
+        if (destroy_platform_window)
+        {
+            DestroyPlatformWindow(viewport);
+            continue;
+        }
+
+        // New windows that appears directly in a new viewport won't always have a size on their first frame
+        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
+            continue;
+
+        // Create window
+        bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
+        if (is_new_platform_window)
+        {
+            IMGUI_DEBUG_LOG_VIEWPORT("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
+            g.PlatformIO.Platform_CreateWindow(viewport);
+            if (g.PlatformIO.Renderer_CreateWindow != NULL)
+                g.PlatformIO.Renderer_CreateWindow(viewport);
+            viewport->LastNameHash = 0;
+            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
+            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
+            viewport->PlatformWindowCreated = true;
+        }
+
+        // Apply Position and Size (from ImGui to Platform/Renderer backends)
+        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
+            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
+        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
+            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
+        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
+            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
+        viewport->LastPlatformPos = viewport->Pos;
+        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
+
+        // Update title bar (if it changed)
+        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
+        {
+            const char* title_begin = window_for_title->Name;
+            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
+            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
+            if (viewport->LastNameHash != title_hash)
+            {
+                char title_end_backup_c = *title_end;
+                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
+                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
+                *title_end = title_end_backup_c;
+                viewport->LastNameHash = title_hash;
+            }
+        }
+
+        // Update alpha (if it changed)
+        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
+            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
+        viewport->LastAlpha = viewport->Alpha;
+
+        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
+        if (g.PlatformIO.Platform_UpdateWindow)
+            g.PlatformIO.Platform_UpdateWindow(viewport);
+
+        if (is_new_platform_window)
+        {
+            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
+            if (g.FrameCount < 3)
+                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
+
+            // Show window
+            g.PlatformIO.Platform_ShowWindow(viewport);
+
+            // Even without focus, we assume the window becomes front-most.
+            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
+            if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
+                viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
+            }
+
+        // Clear request flags
+        viewport->ClearRequestFlags();
+    }
+
+    // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
+    // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
+    // FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level alt+tab.
+    if (g.PlatformIO.Platform_GetWindowFocus != NULL)
+    {
+        ImGuiViewportP* focused_viewport = NULL;
+        for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++)
+        {
+            ImGuiViewportP* viewport = g.Viewports[n];
+            if (viewport->PlatformWindowCreated)
+                if (g.PlatformIO.Platform_GetWindowFocus(viewport))
+                    focused_viewport = viewport;
+        }
+
+        // Store a tag so we can infer z-order easily from all our windows
+        // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
+        // will keep the front most stamp instead of losing it back to their parent viewport.
+        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
+        {
+            if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
+                focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
+            g.PlatformLastFocusedViewportId = focused_viewport->ID;
+        }
     }
 }
 
+// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
+// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
+// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
+//
+//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+//    for (int i = 1; i < platform_io.Viewports.Size; i++)
+//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
+//            MyRenderFunction(platform_io.Viewports[i], my_args);
+//    for (int i = 1; i < platform_io.Viewports.Size; i++)
+//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
+//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
+//
+void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
+{
+    // Skip the main viewport (index 0), which is always fully handled by the application!
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    for (int i = 1; i < platform_io.Viewports.Size; i++)
+    {
+        ImGuiViewport* viewport = platform_io.Viewports[i];
+        if (viewport->Flags & ImGuiViewportFlags_Minimized)
+            continue;
+        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
+        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
+    }
+    for (int i = 1; i < platform_io.Viewports.Size; i++)
+    {
+        ImGuiViewport* viewport = platform_io.Viewports[i];
+        if (viewport->Flags & ImGuiViewportFlags_Minimized)
+            continue;
+        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
+        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
+    }
+}
+
+static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
+{
+    ImGuiContext& g = *GImGui;
+    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
+    {
+        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
+        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
+            return monitor_n;
+    }
+    return -1;
+}
+
+// Search for the monitor with the largest intersection area with the given rectangle
+// We generally try to avoid searching loops but the monitor count should be very small here
+// FIXME-OPT: We could test the last monitor used for that viewport first, and early
+static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
+{
+    ImGuiContext& g = *GImGui;
+
+    const int monitor_count = g.PlatformIO.Monitors.Size;
+    if (monitor_count <= 1)
+        return monitor_count - 1;
+
+    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
+    // This is necessary for tooltips which always resize down to zero at first.
+    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
+    int best_monitor_n = -1;
+    float best_monitor_surface = 0.001f;
+
+    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
+    {
+        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
+        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
+        if (monitor_rect.Contains(rect))
+            return monitor_n;
+        ImRect overlapping_rect = rect;
+        overlapping_rect.ClipWithFull(monitor_rect);
+        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
+        if (overlapping_surface < best_monitor_surface)
+            continue;
+        best_monitor_surface = overlapping_surface;
+        best_monitor_n = monitor_n;
+    }
+    return best_monitor_n;
+}
+
+// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
+static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
+{
+    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
+}
+
+// Return value is always != NULL, but don't hold on it across frames.
+const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
+    int monitor_idx = viewport->PlatformMonitor;
+    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
+        return &g.PlatformIO.Monitors[monitor_idx];
+    return &g.FallbackMonitor;
+}
+
+void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
+{
+    ImGuiContext& g = *GImGui;
+    if (viewport->PlatformWindowCreated)
+    {
+        if (g.PlatformIO.Renderer_DestroyWindow)
+            g.PlatformIO.Renderer_DestroyWindow(viewport);
+        if (g.PlatformIO.Platform_DestroyWindow)
+            g.PlatformIO.Platform_DestroyWindow(viewport);
+        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
+
+        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
+        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
+        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
+            viewport->PlatformWindowCreated = false;
+    }
+    else
+    {
+        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
+    }
+    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
+    viewport->ClearRequestFlags();
+}
+
+void ImGui::DestroyPlatformWindows()
+{
+    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
+    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
+    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
+    // code to operator a consistent manner.
+    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
+    // crashing if it doesn't have data stored.
+    ImGuiContext& g = *GImGui;
+    for (int i = 0; i < g.Viewports.Size; i++)
+        DestroyPlatformWindow(g.Viewports[i]);
+}
+
+
 //-----------------------------------------------------------------------------
 // [SECTION] DOCKING
 //-----------------------------------------------------------------------------
+// Docking: Internal Types
+// Docking: Forward Declarations
+// Docking: ImGuiDockContext
+// Docking: ImGuiDockContext Docking/Undocking functions
+// Docking: ImGuiDockNode
+// Docking: ImGuiDockNode Tree manipulation functions
+// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
+// Docking: Builder Functions
+// Docking: Begin/End Support Functions (called from Begin/End)
+// Docking: Settings
+//-----------------------------------------------------------------------------
 
-// (this section is filled in the 'docking' branch)
+//-----------------------------------------------------------------------------
+// Typical Docking call flow: (root level is generally public API):
+//-----------------------------------------------------------------------------
+// - NewFrame()                               new dear imgui frame
+//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
+//    | - DockContextProcessUndockWindow()    - process one window undocking request
+//    | - DockContextProcessUndockNode()      - process one whole node undocking request
+//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
+//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
+//    | - DockContextProcessDock()            - process one docking request
+//    | - DockNodeUpdate()
+//    |   - DockNodeUpdateForRootNode()
+//    |     - DockNodeUpdateFlagsAndCollapse()
+//    |     - DockNodeFindInfo()
+//    |   - destroy unused node or tab bar
+//    |   - create dock node host window
+//    |      - Begin() etc.
+//    |   - DockNodeStartMouseMovingWindow()
+//    |   - DockNodeTreeUpdatePosSize()
+//    |   - DockNodeTreeUpdateSplitter()
+//    |   - draw node background
+//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
+//    |     - DockNodeAddTabBar()
+//    |     - DockNodeUpdateWindowMenu()
+//    |     - DockNodeCalcTabBarLayout()
+//    |     - BeginTabBarEx()
+//    |     - TabItemEx() calls
+//    |     - EndTabBar()
+//    |   - BeginDockableDragDropTarget()
+//    |      - DockNodeUpdate()               - recurse into child nodes...
+//-----------------------------------------------------------------------------
+// - DockSpace()                              user submit a dockspace into a window
+//    | Begin(Child)                          - create a child window
+//    | DockNodeUpdate()                      - call main dock node update function
+//    | End(Child)
+//    | ItemSize()
+//-----------------------------------------------------------------------------
+// - Begin()
+//    | BeginDocked()
+//    | BeginDockableDragDropSource()
+//    | BeginDockableDragDropTarget()
+//    | - DockNodePreviewDockRender()
+//-----------------------------------------------------------------------------
+// - EndFrame()
+//    | DockContextEndFrame()
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// Docking: Internal Types
+//-----------------------------------------------------------------------------
+// - ImGuiDockRequestType
+// - ImGuiDockRequest
+// - ImGuiDockPreviewData
+// - ImGuiDockNodeSettings
+// - ImGuiDockContext
+//-----------------------------------------------------------------------------
+
+enum ImGuiDockRequestType
+{
+    ImGuiDockRequestType_None = 0,
+    ImGuiDockRequestType_Dock,
+    ImGuiDockRequestType_Undock,
+    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
+};
+
+struct ImGuiDockRequest
+{
+    ImGuiDockRequestType    Type;
+    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
+    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
+    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
+    ImGuiDir                DockSplitDir;
+    float                   DockSplitRatio;
+    bool                    DockSplitOuter;
+    ImGuiWindow*            UndockTargetWindow;
+    ImGuiDockNode*          UndockTargetNode;
+
+    ImGuiDockRequest()
+    {
+        Type = ImGuiDockRequestType_None;
+        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
+        DockTargetNode = UndockTargetNode = NULL;
+        DockSplitDir = ImGuiDir_None;
+        DockSplitRatio = 0.5f;
+        DockSplitOuter = false;
+    }
+};
+
+struct ImGuiDockPreviewData
+{
+    ImGuiDockNode   FutureNode;
+    bool            IsDropAllowed;
+    bool            IsCenterAvailable;
+    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
+    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
+    ImGuiDockNode*  SplitNode;
+    ImGuiDir        SplitDir;
+    float           SplitRatio;
+    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
+
+    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
+};
+
+// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
+struct ImGuiDockNodeSettings
+{
+    ImGuiID             ID;
+    ImGuiID             ParentNodeId;
+    ImGuiID             ParentWindowId;
+    ImGuiID             SelectedTabId;
+    signed char         SplitAxis;
+    char                Depth;
+    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
+    ImVec2ih            Pos;
+    ImVec2ih            Size;
+    ImVec2ih            SizeRef;
+    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
+};
+
+//-----------------------------------------------------------------------------
+// Docking: Forward Declarations
+//-----------------------------------------------------------------------------
+
+namespace ImGui
+{
+    // ImGuiDockContext
+    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
+    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
+    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
+    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
+    static void             DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true);
+    static void             DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
+    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
+    static ImGuiDockNode*   DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id);
+    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
+    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
+    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
+
+    // ImGuiDockNode
+    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
+    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
+    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
+    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
+    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
+    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
+    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
+    static void             DockNodeUpdate(ImGuiDockNode* node);
+    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
+    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
+    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
+    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
+    static void             DockNodeAddTabBar(ImGuiDockNode* node);
+    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
+    static ImGuiID          DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
+    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
+    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
+    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
+    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
+    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
+    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
+    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
+    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
+    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
+    static int              DockNodeGetTabOrder(ImGuiWindow* window);
+
+    // ImGuiDockNode tree manipulations
+    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
+    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
+    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
+    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
+    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
+    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
+
+    // Settings
+    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
+    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
+    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
+    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
+    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
+    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
+    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
+    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
+}
+
+//-----------------------------------------------------------------------------
+// Docking: ImGuiDockContext
+//-----------------------------------------------------------------------------
+// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
+// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
+// At boot time only, we run a simple GC to remove nodes that have no references.
+// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
+// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
+// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
+//-----------------------------------------------------------------------------
+// - DockContextInitialize()
+// - DockContextShutdown()
+// - DockContextClearNodes()
+// - DockContextRebuildNodes()
+// - DockContextNewFrameUpdateUndocking()
+// - DockContextNewFrameUpdateDocking()
+// - DockContextEndFrame()
+// - DockContextFindNodeByID()
+// - DockContextBindNodeToWindow()
+// - DockContextGenNodeID()
+// - DockContextAddNode()
+// - DockContextRemoveNode()
+// - ImGuiDockContextPruneNodeData
+// - DockContextPruneUnusedSettingsNodes()
+// - DockContextBuildNodesFromSettings()
+// - DockContextBuildAddWindowsToNodes()
+//-----------------------------------------------------------------------------
+
+void ImGui::DockContextInitialize(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+
+    // Add .ini handle for persistent docking data
+    ImGuiSettingsHandler ini_handler;
+    ini_handler.TypeName = "Docking";
+    ini_handler.TypeHash = ImHashStr("Docking");
+    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
+    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
+    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
+    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
+    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
+    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
+    g.SettingsHandlers.push_back(ini_handler);
+}
+
+void ImGui::DockContextShutdown(ImGuiContext* ctx)
+{
+    ImGuiDockContext* dc  = &ctx->DockContext;
+    for (int n = 0; n < dc->Nodes.Data.Size; n++)
+        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+            IM_DELETE(node);
+}
+
+void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
+{
+    IM_UNUSED(ctx);
+    IM_ASSERT(ctx == GImGui);
+    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
+    DockBuilderRemoveNodeChildNodes(root_id);
+}
+
+// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
+// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
+void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
+{
+    IMGUI_DEBUG_LOG_DOCKING("DockContextRebuild()\n");
+    ImGuiDockContext* dc  = &ctx->DockContext;
+    SaveIniSettingsToMemory();
+    ImGuiID root_id = 0; // Rebuild all
+    DockContextClearNodes(ctx, root_id, false);
+    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
+    DockContextBuildAddWindowsToNodes(ctx, root_id);
+}
+
+// Docking context update function, called by NewFrame()
+void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiDockContext* dc  = &ctx->DockContext;
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+    {
+        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
+            DockContextClearNodes(ctx, 0, true);
+        return;
+    }
+
+    // Setting NoSplit at runtime merges all nodes
+    if (g.IO.ConfigDockingNoSplit)
+        for (int n = 0; n < dc->Nodes.Data.Size; n++)
+            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+                if (node->IsRootNode() && node->IsSplitNode())
+                {
+                    DockBuilderRemoveNodeChildNodes(node->ID);
+                    //dc->WantFullRebuild = true;
+                }
+
+    // Process full rebuild
+#if 0
+    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
+        dc->WantFullRebuild = true;
+#endif
+    if (dc->WantFullRebuild)
+    {
+        DockContextRebuildNodes(ctx);
+        dc->WantFullRebuild = false;
+    }
+
+    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
+    for (int n = 0; n < dc->Requests.Size; n++)
+    {
+        ImGuiDockRequest* req = &dc->Requests[n];
+        if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow)
+            DockContextProcessUndockWindow(ctx, req->UndockTargetWindow);
+        else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode)
+            DockContextProcessUndockNode(ctx, req->UndockTargetNode);
+    }
+}
+
+// Docking context update function, called by NewFrame()
+void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiDockContext* dc  = &ctx->DockContext;
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+        return;
+
+    // [DEBUG] Store hovered dock node.
+    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
+    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
+    g.HoveredDockNode = NULL;
+    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
+    {
+        if (hovered_window->DockNodeAsHost)
+            g.HoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
+        else if (hovered_window->RootWindow->DockNode)
+            g.HoveredDockNode = hovered_window->RootWindow->DockNode;
+    }
+
+    // Process Docking requests
+    for (int n = 0; n < dc->Requests.Size; n++)
+        if (dc->Requests[n].Type == ImGuiDockRequestType_Dock)
+            DockContextProcessDock(ctx, &dc->Requests[n]);
+    dc->Requests.resize(0);
+
+    // Create windows for each automatic docking nodes
+    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
+    for (int n = 0; n < dc->Nodes.Data.Size; n++)
+        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+            if (node->IsFloatingNode())
+                DockNodeUpdate(node);
+}
+
+void ImGui::DockContextEndFrame(ImGuiContext* ctx)
+{
+    // Draw backgrounds of node missing their window
+    ImGuiContext& g = *ctx;
+    ImGuiDockContext* dc = &g.DockContext;
+    for (int n = 0; n < dc->Nodes.Data.Size; n++)
+        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
+            {
+                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
+                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE);
+                node->HostWindow->DrawList->ChannelsSetCurrent(0);
+                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
+            }
+}
+
+static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
+{
+    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
+}
+
+ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
+{
+    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
+    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
+    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
+    ImGuiID id = 0x0001;
+    while (DockContextFindNodeByID(ctx, id) != NULL)
+        id++;
+    return id;
+}
+
+static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
+{
+    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
+    if (id == 0)
+        id = DockContextGenNodeID(ctx);
+    else
+        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
+
+    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
+    IMGUI_DEBUG_LOG_DOCKING("DockContextAddNode 0x%08X\n", id);
+    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
+    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
+    return node;
+}
+
+static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiDockContext* dc  = &ctx->DockContext;
+
+    IMGUI_DEBUG_LOG_DOCKING("DockContextRemoveNode 0x%08X\n", node->ID);
+    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
+    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
+    IM_ASSERT(node->Windows.Size == 0);
+
+    if (node->HostWindow)
+        node->HostWindow->DockNodeAsHost = NULL;
+
+    ImGuiDockNode* parent_node = node->ParentNode;
+    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
+    if (merge)
+    {
+        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
+        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
+        DockNodeTreeMerge(&g, parent_node, sibling_node);
+    }
+    else
+    {
+        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
+            if (parent_node->ChildNodes[n] == node)
+                node->ParentNode->ChildNodes[n] = NULL;
+        dc->Nodes.SetVoidPtr(node->ID, NULL);
+        IM_DELETE(node);
+    }
+}
+
+static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
+{
+    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
+    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
+    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
+}
+
+// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
+struct ImGuiDockContextPruneNodeData
+{
+    int         CountWindows, CountChildWindows, CountChildNodes;
+    ImGuiID     RootId;
+    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
+};
+
+// Garbage collect unused nodes (run once at init time)
+static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiDockContext* dc  = &ctx->DockContext;
+    IM_ASSERT(g.Windows.Size == 0);
+
+    ImPool<ImGuiDockContextPruneNodeData> pool;
+    pool.Reserve(dc->NodesSettings.Size);
+
+    // Count child nodes and compute RootID
+    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
+    {
+        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
+        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
+        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
+        if (settings->ParentNodeId)
+            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
+    }
+
+    // Count reference to dock ids from dockspaces
+    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
+    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
+    {
+        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
+        if (settings->ParentWindowId != 0)
+            if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->ParentWindowId))
+                if (window_settings->DockId)
+                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
+                        data->CountChildNodes++;
+    }
+
+    // Count reference to dock ids from window settings
+    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+        if (ImGuiID dock_id = settings->DockId)
+            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
+            {
+                data->CountWindows++;
+                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
+                    data_root->CountChildWindows++;
+            }
+
+    // Prune
+    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
+    {
+        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
+        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
+        if (data->CountWindows > 1)
+            continue;
+        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
+
+        bool remove = false;
+        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
+        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
+        remove |= (data_root->CountChildWindows == 0);
+        if (remove)
+        {
+            IMGUI_DEBUG_LOG_DOCKING("DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
+            DockSettingsRemoveNodeReferences(&settings->ID, 1);
+            settings->ID = 0;
+        }
+    }
+}
+
+static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
+{
+    // Build nodes
+    for (int node_n = 0; node_n < node_settings_count; node_n++)
+    {
+        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
+        if (settings->ID == 0)
+            continue;
+        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
+        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
+        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
+        node->Size = ImVec2(settings->Size.x, settings->Size.y);
+        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
+        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
+        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
+            node->ParentNode->ChildNodes[0] = node;
+        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
+            node->ParentNode->ChildNodes[1] = node;
+        node->SelectedTabId = settings->SelectedTabId;
+        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
+        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
+
+        // Bind host window immediately if it already exist (in case of a rebuild)
+        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
+        char host_window_title[20];
+        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
+    }
+}
+
+void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
+{
+    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
+    ImGuiContext& g = *ctx;
+    for (int n = 0; n < g.Windows.Size; n++)
+    {
+        ImGuiWindow* window = g.Windows[n];
+        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
+            continue;
+        if (window->DockNode != NULL)
+            continue;
+
+        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
+        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
+        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
+            DockNodeAddWindow(node, window, true);
+    }
+}
+
+//-----------------------------------------------------------------------------
+// Docking: ImGuiDockContext Docking/Undocking functions
+//-----------------------------------------------------------------------------
+// - DockContextQueueDock()
+// - DockContextQueueUndockWindow()
+// - DockContextQueueUndockNode()
+// - DockContextQueueNotifyRemovedNode()
+// - DockContextProcessDock()
+// - DockContextProcessUndockWindow()
+// - DockContextProcessUndockNode()
+// - DockContextCalcDropPosForDocking()
+//-----------------------------------------------------------------------------
+
+void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
+{
+    IM_ASSERT(target != payload);
+    ImGuiDockRequest req;
+    req.Type = ImGuiDockRequestType_Dock;
+    req.DockTargetWindow = target;
+    req.DockTargetNode = target_node;
+    req.DockPayload = payload;
+    req.DockSplitDir = split_dir;
+    req.DockSplitRatio = split_ratio;
+    req.DockSplitOuter = split_outer;
+    ctx->DockContext.Requests.push_back(req);
+}
+
+void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
+{
+    ImGuiDockRequest req;
+    req.Type = ImGuiDockRequestType_Undock;
+    req.UndockTargetWindow = window;
+    ctx->DockContext.Requests.push_back(req);
+}
+
+void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
+{
+    ImGuiDockRequest req;
+    req.Type = ImGuiDockRequestType_Undock;
+    req.UndockTargetNode = node;
+    ctx->DockContext.Requests.push_back(req);
+}
+
+void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
+{
+    ImGuiDockContext* dc  = &ctx->DockContext;
+    for (int n = 0; n < dc->Requests.Size; n++)
+        if (dc->Requests[n].DockTargetNode == node)
+            dc->Requests[n].Type = ImGuiDockRequestType_None;
+}
+
+void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
+{
+    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
+    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
+
+    ImGuiContext& g = *ctx;
+    IM_UNUSED(g);
+
+    ImGuiWindow* payload_window = req->DockPayload;     // Optional
+    ImGuiWindow* target_window = req->DockTargetWindow;
+    ImGuiDockNode* node = req->DockTargetNode;
+    if (payload_window)
+        IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window ? payload_window->Name : "NULL", req->DockSplitDir);
+    else
+        IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
+
+    // Decide which Tab will be selected at the end of the operation
+    ImGuiID next_selected_id = 0;
+    ImGuiDockNode* payload_node = NULL;
+    if (payload_window)
+    {
+        payload_node = payload_window->DockNodeAsHost;
+        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
+        if (payload_node && payload_node->IsLeafNode())
+            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
+        if (payload_node == NULL)
+            next_selected_id = payload_window->ID;
+    }
+
+    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
+    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
+    if (node)
+        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
+    if (node && target_window && node == target_window->DockNodeAsHost)
+        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
+
+    // Create new node and add existing window to it
+    if (node == NULL)
+    {
+        node = DockContextAddNode(ctx, 0);
+        node->Pos = target_window->Pos;
+        node->Size = target_window->Size;
+        if (target_window->DockNodeAsHost == NULL)
+        {
+            DockNodeAddWindow(node, target_window, true);
+            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
+            target_window->DockIsActive = true;
+        }
+    }
+
+    ImGuiDir split_dir = req->DockSplitDir;
+    if (split_dir != ImGuiDir_None)
+    {
+        // Split into two, one side will be our payload node unless we are dropping a loose window
+        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
+        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
+        const float split_ratio = req->DockSplitRatio;
+        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
+        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
+        new_node->HostWindow = node->HostWindow;
+        node = new_node;
+    }
+    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
+
+    if (node != payload_node)
+    {
+        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
+        if (node->Windows.Size > 0 && node->TabBar == NULL)
+        {
+            DockNodeAddTabBar(node);
+            for (int n = 0; n < node->Windows.Size; n++)
+                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
+        }
+
+        if (payload_node != NULL)
+        {
+            // Transfer full payload node (with 1+ child windows or child nodes)
+            if (payload_node->IsSplitNode())
+            {
+                if (node->Windows.Size > 0)
+                {
+                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
+                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
+                    // This allows us to preserve some of the underlying dock tree settings nicely.
+                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
+                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
+                    if (visible_node->TabBar)
+                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
+                    DockNodeMoveWindows(node, visible_node);
+                    DockNodeMoveWindows(visible_node, node);
+                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
+                }
+                if (node->IsCentralNode())
+                {
+                    // Central node property needs to be moved to a leaf node, pick the last focused one.
+                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
+                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
+                    IM_ASSERT(last_focused_node != NULL);
+                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
+                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
+                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
+                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
+                    last_focused_root_node->CentralNode = last_focused_node;
+                }
+
+                IM_ASSERT(node->Windows.Size == 0);
+                DockNodeMoveChildNodes(node, payload_node);
+            }
+            else
+            {
+                const ImGuiID payload_dock_id = payload_node->ID;
+                DockNodeMoveWindows(node, payload_node);
+                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
+            }
+            DockContextRemoveNode(ctx, payload_node, true);
+        }
+        else if (payload_window)
+        {
+            // Transfer single window
+            const ImGuiID payload_dock_id = payload_window->DockId;
+            node->VisibleWindow = payload_window;
+            DockNodeAddWindow(node, payload_window, true);
+            if (payload_dock_id != 0)
+                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
+        }
+    }
+    else
+    {
+        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
+        node->WantHiddenTabBarUpdate = true;
+    }
+
+    // Update selection immediately
+    if (ImGuiTabBar* tab_bar = node->TabBar)
+        tab_bar->NextSelectedTabId = next_selected_id;
+    MarkIniSettingsDirty();
+}
+
+// Problem:
+//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
+//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
+//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
+//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
+// Solution:
+//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
+// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
+static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
+{
+    if (ref_viewport == NULL)
+        return size;
+
+    ImGuiContext& g = *GImGui;
+    ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f);
+    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
+    {
+        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
+        max_size = ImFloor(monitor->WorkSize * 0.90f);
+    }
+    return ImMin(size, max_size);
+}
+
+void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
+{
+    IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
+    IM_UNUSED(ctx);
+    if (window->DockNode)
+        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
+    else
+        window->DockId = 0;
+    window->Collapsed = false;
+    window->DockIsActive = false;
+    window->DockNodeIsVisible = window->DockTabIsVisible = false;
+    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
+
+    MarkIniSettingsDirty();
+}
+
+void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
+{
+    IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockNode node %08X\n", node->ID);
+    IM_ASSERT(node->IsLeafNode());
+    IM_ASSERT(node->Windows.Size >= 1);
+
+    if (node->IsRootNode() || node->IsCentralNode())
+    {
+        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
+        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
+        new_node->Pos = node->Pos;
+        new_node->Size = node->Size;
+        new_node->SizeRef = node->SizeRef;
+        DockNodeMoveWindows(new_node, node);
+        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
+        for (int n = 0; n < new_node->Windows.Size; n++)
+        {
+            ImGuiWindow* window = new_node->Windows[n];
+            window->Flags &= ~ImGuiWindowFlags_ChildWindow;
+            if (window->ParentWindow)
+                window->ParentWindow->DC.ChildWindows.find_erase(window);
+            UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
+        }
+        node = new_node;
+    }
+    else
+    {
+        // Otherwise extract our node and merge our sibling back into the parent node.
+        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
+        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
+        node->ParentNode->ChildNodes[index_in_parent] = NULL;
+        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
+        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
+        node->ParentNode = NULL;
+    }
+    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
+    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
+    node->WantMouseMove = true;
+    MarkIniSettingsDirty();
+}
+
+// This is mostly used for automation.
+bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
+{
+    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
+    // (which would be functionally identical) we only show the outer one. Reflect this here.
+    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
+        split_outer = true;
+    ImGuiDockPreviewData split_data;
+    DockNodePreviewDockSetup(target, target_node, payload, &split_data, false, split_outer);
+    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
+        return false;
+    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
+    return true;
+}
+
+//-----------------------------------------------------------------------------
+// Docking: ImGuiDockNode
+//-----------------------------------------------------------------------------
+// - DockNodeGetTabOrder()
+// - DockNodeAddWindow()
+// - DockNodeRemoveWindow()
+// - DockNodeMoveChildNodes()
+// - DockNodeMoveWindows()
+// - DockNodeApplyPosSizeToWindows()
+// - DockNodeHideHostWindow()
+// - ImGuiDockNodeFindInfoResults
+// - DockNodeFindInfo()
+// - DockNodeFindWindowByID()
+// - DockNodeUpdateFlagsAndCollapse()
+// - DockNodeUpdateHasCentralNodeFlag()
+// - DockNodeUpdateVisibleFlag()
+// - DockNodeStartMouseMovingWindow()
+// - DockNodeUpdate()
+// - DockNodeUpdateWindowMenu()
+// - DockNodeBeginAmendTabBar()
+// - DockNodeEndAmendTabBar()
+// - DockNodeUpdateTabBar()
+// - DockNodeAddTabBar()
+// - DockNodeRemoveTabBar()
+// - DockNodeIsDropAllowedOne()
+// - DockNodeIsDropAllowed()
+// - DockNodeCalcTabBarLayout()
+// - DockNodeCalcSplitRects()
+// - DockNodeCalcDropRectsAndTestMousePos()
+// - DockNodePreviewDockSetup()
+// - DockNodePreviewDockRender()
+//-----------------------------------------------------------------------------
+
+ImGuiDockNode::ImGuiDockNode(ImGuiID id)
+{
+    ID = id;
+    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
+    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
+    TabBar = NULL;
+    SplitAxis = ImGuiAxis_None;
+
+    State = ImGuiDockNodeState_Unknown;
+    LastBgColor = IM_COL32_WHITE;
+    HostWindow = VisibleWindow = NULL;
+    CentralNode = OnlyNodeWithWindows = NULL;
+    CountNodeWithWindows = 0;
+    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
+    LastFocusedNodeId = 0;
+    SelectedTabId = 0;
+    WantCloseTabId = 0;
+    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
+    AuthorityForViewport = ImGuiDataAuthority_Auto;
+    IsVisible = true;
+    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
+    IsBgDrawnThisFrame = false;
+    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
+}
+
+ImGuiDockNode::~ImGuiDockNode()
+{
+    IM_DELETE(TabBar);
+    TabBar = NULL;
+    ChildNodes[0] = ChildNodes[1] = NULL;
+}
+
+int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
+{
+    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
+    if (tab_bar == NULL)
+        return -1;
+    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->ID);
+    return tab ? tab_bar->GetTabOrder(tab) : -1;
+}
+
+static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
+{
+    window->Hidden = true;
+    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
+}
+
+static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
+{
+    ImGuiContext& g = *GImGui; (void)g;
+    if (window->DockNode)
+    {
+        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
+        IM_ASSERT(window->DockNode->ID != node->ID);
+        DockNodeRemoveWindow(window->DockNode, window, 0);
+    }
+    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
+    IMGUI_DEBUG_LOG_DOCKING("DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
+
+    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
+    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
+    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
+    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
+        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
+
+    node->Windows.push_back(window);
+    node->WantHiddenTabBarUpdate = true;
+    window->DockNode = node;
+    window->DockId = node->ID;
+    window->DockIsActive = (node->Windows.Size > 1);
+    window->DockTabWantClose = false;
+
+    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
+    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
+    if (node->HostWindow == NULL && node->IsFloatingNode())
+    {
+        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
+            node->AuthorityForPos = ImGuiDataAuthority_Window;
+        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
+            node->AuthorityForSize = ImGuiDataAuthority_Window;
+        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
+            node->AuthorityForViewport = ImGuiDataAuthority_Window;
+    }
+
+    // Add to tab bar if requested
+    if (add_to_tab_bar)
+    {
+        if (node->TabBar == NULL)
+        {
+            DockNodeAddTabBar(node);
+            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
+
+            // Add existing windows
+            for (int n = 0; n < node->Windows.Size - 1; n++)
+                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
+        }
+        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
+    }
+
+    DockNodeUpdateVisibleFlag(node);
+
+    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
+    if (node->HostWindow)
+        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
+}
+
+static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(window->DockNode == node);
+    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
+    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
+    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
+    IMGUI_DEBUG_LOG_DOCKING("DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
+
+    window->DockNode = NULL;
+    window->DockIsActive = window->DockTabWantClose = false;
+    window->DockId = save_dock_id;
+    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
+    if (window->ParentWindow)
+        window->ParentWindow->DC.ChildWindows.find_erase(window);
+    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
+
+    // Remove window
+    bool erased = false;
+    for (int n = 0; n < node->Windows.Size; n++)
+        if (node->Windows[n] == window)
+        {
+            node->Windows.erase(node->Windows.Data + n);
+            erased = true;
+            break;
+        }
+    if (!erased)
+        IM_ASSERT(erased);
+    if (node->VisibleWindow == window)
+        node->VisibleWindow = NULL;
+
+    // Remove tab and possibly tab bar
+    node->WantHiddenTabBarUpdate = true;
+    if (node->TabBar)
+    {
+        TabBarRemoveTab(node->TabBar, window->ID);
+        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
+        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
+            DockNodeRemoveTabBar(node);
+    }
+
+    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
+    {
+        // Automatic dock node delete themselves if they are not holding at least one tab
+        DockContextRemoveNode(&g, node, true);
+        return;
+    }
+
+    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
+    {
+        ImGuiWindow* remaining_window = node->Windows[0];
+        if (node->HostWindow->ViewportOwned && node->IsRootNode())
+        {
+            // Transfer viewport back to the remaining loose window
+            IMGUI_DEBUG_LOG_VIEWPORT("Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name);
+            IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow);
+            node->HostWindow->Viewport->Window = remaining_window;
+            node->HostWindow->Viewport->ID = remaining_window->ID;
+        }
+        remaining_window->Collapsed = node->HostWindow->Collapsed;
+    }
+
+    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
+    DockNodeUpdateVisibleFlag(node);
+}
+
+static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
+{
+    IM_ASSERT(dst_node->Windows.Size == 0);
+    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
+    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
+    if (dst_node->ChildNodes[0])
+        dst_node->ChildNodes[0]->ParentNode = dst_node;
+    if (dst_node->ChildNodes[1])
+        dst_node->ChildNodes[1]->ParentNode = dst_node;
+    dst_node->SplitAxis = src_node->SplitAxis;
+    dst_node->SizeRef = src_node->SizeRef;
+    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
+}
+
+static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
+{
+    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
+    IM_ASSERT(src_node && dst_node && dst_node != src_node);
+    ImGuiTabBar* src_tab_bar = src_node->TabBar;
+    if (src_tab_bar != NULL)
+        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
+
+    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
+    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
+    if (move_tab_bar)
+    {
+        dst_node->TabBar = src_node->TabBar;
+        src_node->TabBar = NULL;
+    }
+
+    for (int n = 0; n < src_node->Windows.Size; n++)
+    {
+        // DockNode's TabBar may have non-window Tabs manually appended by user
+        if (ImGuiWindow* window = src_tab_bar ? src_tab_bar->Tabs[n].Window : src_node->Windows[n])
+        {
+            window->DockNode = NULL;
+            window->DockIsActive = false;
+            DockNodeAddWindow(dst_node, window, move_tab_bar ? false : true);
+        }
+    }
+    src_node->Windows.clear();
+
+    if (!move_tab_bar && src_node->TabBar)
+    {
+        if (dst_node->TabBar)
+            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
+        DockNodeRemoveTabBar(src_node);
+    }
+}
+
+static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
+{
+    for (int n = 0; n < node->Windows.Size; n++)
+    {
+        SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
+        SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always);
+    }
+}
+
+static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
+{
+    if (node->HostWindow)
+    {
+        if (node->HostWindow->DockNodeAsHost == node)
+            node->HostWindow->DockNodeAsHost = NULL;
+        node->HostWindow = NULL;
+    }
+
+    if (node->Windows.Size == 1)
+    {
+        node->VisibleWindow = node->Windows[0];
+        node->Windows[0]->DockIsActive = false;
+    }
+
+    if (node->TabBar)
+        DockNodeRemoveTabBar(node);
+}
+
+// Search function called once by root node in DockNodeUpdate()
+struct ImGuiDockNodeTreeInfo
+{
+    ImGuiDockNode*      CentralNode;
+    ImGuiDockNode*      FirstNodeWithWindows;
+    int                 CountNodesWithWindows;
+    //ImGuiWindowClass  WindowClassForMerges;
+
+    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
+};
+
+static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
+{
+    if (node->Windows.Size > 0)
+    {
+        if (info->FirstNodeWithWindows == NULL)
+            info->FirstNodeWithWindows = node;
+        info->CountNodesWithWindows++;
+    }
+    if (node->IsCentralNode())
+    {
+        IM_ASSERT(info->CentralNode == NULL); // Should be only one
+        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
+        info->CentralNode = node;
+    }
+    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
+        return;
+    if (node->ChildNodes[0])
+        DockNodeFindInfo(node->ChildNodes[0], info);
+    if (node->ChildNodes[1])
+        DockNodeFindInfo(node->ChildNodes[1], info);
+}
+
+static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
+{
+    IM_ASSERT(id != 0);
+    for (int n = 0; n < node->Windows.Size; n++)
+        if (node->Windows[n]->ID == id)
+            return node->Windows[n];
+    return NULL;
+}
+
+// - Remove inactive windows/nodes.
+// - Update visibility flag.
+static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
+
+    // Inherit most flags
+    if (node->ParentNode)
+        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
+
+    // Recurse into children
+    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
+    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
+    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
+    node->HasCentralNodeChild = false;
+    if (node->ChildNodes[0])
+        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
+    if (node->ChildNodes[1])
+        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
+
+    // Remove inactive windows, collapse nodes
+    // Merge node flags overrides stored in windows
+    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
+    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+    {
+        ImGuiWindow* window = node->Windows[window_n];
+        IM_ASSERT(window->DockNode == node);
+
+        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
+        bool remove = false;
+        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
+        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->ID) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
+        remove |= (window->DockTabWantClose);
+        if (remove)
+        {
+            window->DockTabWantClose = false;
+            if (node->Windows.Size == 1 && !node->IsCentralNode())
+            {
+                DockNodeHideHostWindow(node);
+                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
+                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
+                return;
+            }
+            DockNodeRemoveWindow(node, window, node->ID);
+            window_n--;
+            continue;
+        }
+
+        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
+        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
+        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
+    }
+    node->UpdateMergedFlags();
+
+    // Auto-hide tab bar option
+    ImGuiDockNodeFlags node_flags = node->MergedFlags;
+    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
+        node->WantHiddenTabBarToggle = true;
+    node->WantHiddenTabBarUpdate = false;
+
+    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
+    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
+        node->WantHiddenTabBarToggle = false;
+
+    // Apply toggles at a single point of the frame (here!)
+    if (node->Windows.Size > 1)
+        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
+    else if (node->WantHiddenTabBarToggle)
+        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
+    node->WantHiddenTabBarToggle = false;
+
+    DockNodeUpdateVisibleFlag(node);
+}
+
+// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
+static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
+{
+    node->HasCentralNodeChild = false;
+    if (node->ChildNodes[0])
+        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
+    if (node->ChildNodes[1])
+        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
+    if (node->IsRootNode())
+    {
+        ImGuiDockNode* mark_node = node->CentralNode;
+        while (mark_node)
+        {
+            mark_node->HasCentralNodeChild = true;
+            mark_node = mark_node->ParentNode;
+        }
+    }
+}
+
+static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
+{
+    // Update visibility flag
+    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
+    is_visible |= (node->Windows.Size > 0);
+    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
+    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
+    node->IsVisible = is_visible;
+}
+
+static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(node->WantMouseMove == true);
+    StartMouseMovingWindow(window);
+    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
+    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
+    node->WantMouseMove = false;
+}
+
+// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
+static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
+{
+    DockNodeUpdateFlagsAndCollapse(node);
+
+    // - Setup central node pointers
+    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
+    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
+    ImGuiDockNodeTreeInfo info;
+    DockNodeFindInfo(node, &info);
+    node->CentralNode = info.CentralNode;
+    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
+    node->CountNodeWithWindows = info.CountNodesWithWindows;
+    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
+        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
+
+    // Copy the window class from of our first window so it can be used for proper dock filtering.
+    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
+    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
+    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
+    {
+        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
+        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
+            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
+            {
+                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
+                break;
+            }
+    }
+
+    ImGuiDockNode* mark_node = node->CentralNode;
+    while (mark_node)
+    {
+        mark_node->HasCentralNodeChild = true;
+        mark_node = mark_node->ParentNode;
+    }
+}
+
+static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
+{
+    // Remove ourselves from any previous different host window
+    // This can happen if a user mistakenly does (see #4295 for details):
+    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
+    //  - N+1: NewFrame()                   // will create floating host window for that node
+    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
+    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
+        node->HostWindow->DockNodeAsHost = NULL;
+
+    host_window->DockNodeAsHost = node;
+    node->HostWindow = host_window;
+}
+
+static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(node->LastFrameActive != g.FrameCount);
+    node->LastFrameAlive = g.FrameCount;
+    node->IsBgDrawnThisFrame = false;
+
+    node->CentralNode = node->OnlyNodeWithWindows = NULL;
+    if (node->IsRootNode())
+        DockNodeUpdateForRootNode(node);
+
+    // Remove tab bar if not needed
+    if (node->TabBar && node->IsNoTabBar())
+        DockNodeRemoveTabBar(node);
+
+    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
+    bool want_to_hide_host_window = false;
+    if (node->IsFloatingNode())
+    {
+        if (node->Windows.Size <= 1 && node->IsLeafNode())
+            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
+                want_to_hide_host_window = true;
+        if (node->CountNodeWithWindows == 0)
+            want_to_hide_host_window = true;
+    }
+    if (want_to_hide_host_window)
+    {
+        if (node->Windows.Size == 1)
+        {
+            // Floating window pos/size is authoritative
+            ImGuiWindow* single_window = node->Windows[0];
+            node->Pos = single_window->Pos;
+            node->Size = single_window->SizeFull;
+            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
+
+            // Transfer focus immediately so when we revert to a regular window it is immediately selected
+            if (node->HostWindow && g.NavWindow == node->HostWindow)
+                FocusWindow(single_window);
+            if (node->HostWindow)
+            {
+                single_window->Viewport = node->HostWindow->Viewport;
+                single_window->ViewportId = node->HostWindow->ViewportId;
+                if (node->HostWindow->ViewportOwned)
+                {
+                    single_window->Viewport->Window = single_window;
+                    single_window->ViewportOwned = true;
+                }
+            }
+        }
+
+        DockNodeHideHostWindow(node);
+        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
+        node->WantCloseAll = false;
+        node->WantCloseTabId = 0;
+        node->HasCloseButton = node->HasWindowMenuButton = false;
+        node->LastFrameActive = g.FrameCount;
+
+        if (node->WantMouseMove && node->Windows.Size == 1)
+            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
+        return;
+    }
+
+    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
+    // while the expected visible window is resizing itself.
+    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
+    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
+    //   N+0: Begin(): window created (with no known size), node is created
+    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
+    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
+    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
+    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
+    // In reality it isn't very important as user quickly ends up with size data in .ini file.
+    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
+    {
+        IM_ASSERT(node->Windows.Size > 0);
+        ImGuiWindow* ref_window = NULL;
+        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
+            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
+        if (ref_window == NULL)
+            ref_window = node->Windows[0];
+        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
+        {
+            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
+            return;
+        }
+    }
+
+    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
+
+    // Decide if the node will have a close button and a window menu button
+    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
+    node->HasCloseButton = false;
+    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+    {
+        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
+        ImGuiWindow* window = node->Windows[window_n];
+        node->HasCloseButton |= window->HasCloseButton;
+        window->DockIsActive = (node->Windows.Size > 1);
+    }
+    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
+        node->HasCloseButton = false;
+
+    // Bind or create host window
+    ImGuiWindow* host_window = NULL;
+    bool beginned_into_host_window = false;
+    if (node->IsDockSpace())
+    {
+        // [Explicit root dockspace node]
+        IM_ASSERT(node->HostWindow);
+        host_window = node->HostWindow;
+    }
+    else
+    {
+        // [Automatic root or child nodes]
+        if (node->IsRootNode() && node->IsVisible)
+        {
+            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
+
+            // Sync Pos
+            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
+                SetNextWindowPos(ref_window->Pos);
+            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
+                SetNextWindowPos(node->Pos);
+
+            // Sync Size
+            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
+                SetNextWindowSize(ref_window->SizeFull);
+            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
+                SetNextWindowSize(node->Size);
+
+            // Sync Collapsed
+            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
+                SetNextWindowCollapsed(ref_window->Collapsed);
+
+            // Sync Viewport
+            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
+                SetNextWindowViewport(ref_window->ViewportId);
+
+            SetNextWindowClass(&node->WindowClass);
+
+            // Begin into the host window
+            char window_label[20];
+            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
+            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
+            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
+            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
+            window_flags |= ImGuiWindowFlags_NoTitleBar;
+
+            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
+            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
+            Begin(window_label, NULL, window_flags);
+            PopStyleVar();
+            beginned_into_host_window = true;
+
+            host_window = g.CurrentWindow;
+            DockNodeSetupHostWindow(node, host_window);
+            host_window->DC.CursorPos = host_window->Pos;
+            node->Pos = host_window->Pos;
+            node->Size = host_window->Size;
+
+            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
+            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
+            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
+            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
+            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
+            // after the dock host window, losing their top-most status.
+            if (node->HostWindow->Appearing)
+                BringWindowToDisplayFront(node->HostWindow);
+
+            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
+        }
+        else if (node->ParentNode)
+        {
+            node->HostWindow = host_window = node->ParentNode->HostWindow;
+            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
+        }
+        if (node->WantMouseMove && node->HostWindow)
+            DockNodeStartMouseMovingWindow(node, node->HostWindow);
+    }
+
+    // Update focused node (the one whose title bar is highlight) within a node tree
+    if (node->IsSplitNode())
+        IM_ASSERT(node->TabBar == NULL);
+    if (node->IsRootNode())
+        if (g.NavWindow && g.NavWindow->RootWindow->DockNode && g.NavWindow->RootWindow->ParentWindow == host_window)
+            node->LastFocusedNodeId = g.NavWindow->RootWindow->DockNode->ID;
+
+    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
+    ImGuiDockNode* central_node = node->CentralNode;
+    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
+    bool central_node_hole_register_hit_test_hole = central_node_hole;
+    if (central_node_hole)
+        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
+            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
+                central_node_hole_register_hit_test_hole = false;
+    if (central_node_hole_register_hit_test_hole)
+    {
+        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
+        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
+        // covering passthru node we'd have a gap on the edge not covered by the hole)
+        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
+        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
+        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
+        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
+        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
+        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
+        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
+        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
+        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
+        if (central_node_hole && !hole_rect.IsInverted())
+        {
+            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
+            SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
+        }
+    }
+
+    // Update position/size, process and draw resizing splitters
+    if (node->IsRootNode() && host_window)
+    {
+        host_window->DrawList->ChannelsSetCurrent(1);
+        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
+        DockNodeTreeUpdateSplitter(node);
+    }
+
+    // Draw empty node background (currently can only be the Central Node)
+    if (host_window && node->IsEmpty() && node->IsVisible)
+    {
+        host_window->DrawList->ChannelsSetCurrent(0);
+        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
+        if (node->LastBgColor != 0)
+            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
+        node->IsBgDrawnThisFrame = true;
+    }
+
+    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
+    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
+    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
+    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
+    if (render_dockspace_bg && node->IsVisible)
+    {
+        host_window->DrawList->ChannelsSetCurrent(0);
+        if (central_node_hole)
+            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
+        else
+            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
+    }
+
+    // Draw and populate Tab Bar
+    if (host_window)
+        host_window->DrawList->ChannelsSetCurrent(1);
+    if (host_window && node->Windows.Size > 0)
+    {
+        DockNodeUpdateTabBar(node, host_window);
+    }
+    else
+    {
+        node->WantCloseAll = false;
+        node->WantCloseTabId = 0;
+        node->IsFocused = false;
+    }
+    if (node->TabBar && node->TabBar->SelectedTabId)
+        node->SelectedTabId = node->TabBar->SelectedTabId;
+    else if (node->Windows.Size > 0)
+        node->SelectedTabId = node->Windows[0]->ID;
+
+    // Draw payload drop target
+    if (host_window && node->IsVisible)
+        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
+            BeginDockableDragDropTarget(host_window);
+
+    // We update this after DockNodeUpdateTabBar()
+    node->LastFrameActive = g.FrameCount;
+
+    // Recurse into children
+    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
+    if (host_window)
+    {
+        if (node->ChildNodes[0])
+            DockNodeUpdate(node->ChildNodes[0]);
+        if (node->ChildNodes[1])
+            DockNodeUpdate(node->ChildNodes[1]);
+
+        // Render outer borders last (after the tab bar)
+        if (node->IsRootNode())
+        {
+            host_window->DrawList->ChannelsSetCurrent(1);
+            RenderWindowOuterBorders(host_window);
+        }
+
+        // Further rendering (= hosted windows background) will be drawn on layer 0
+        host_window->DrawList->ChannelsSetCurrent(0);
+    }
+
+    // End host window
+    if (beginned_into_host_window) //-V1020
+        End();
+}
+
+// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
+static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
+{
+    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
+    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
+    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
+        return d;
+    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
+}
+
+static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
+{
+    // Try to position the menu so it is more likely to stays within the same viewport
+    ImGuiContext& g = *GImGui;
+    ImGuiID ret_tab_id = 0;
+    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
+        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
+    else
+        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
+    if (BeginPopup("#WindowMenu"))
+    {
+        node->IsFocused = true;
+        if (tab_bar->Tabs.Size == 1)
+        {
+            if (MenuItem("Hide tab bar", NULL, node->IsHiddenTabBar()))
+                node->WantHiddenTabBarToggle = true;
+        }
+        else
+        {
+            for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+            {
+                ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+                if (tab->Flags & ImGuiTabItemFlags_Button)
+                    continue;
+                if (Selectable(tab_bar->GetTabName(tab), tab->ID == tab_bar->SelectedTabId))
+                    ret_tab_id = tab->ID;
+                SameLine();
+                Text("   ");
+            }
+        }
+        EndPopup();
+    }
+    return ret_tab_id;
+}
+
+// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
+bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
+{
+    if (node->TabBar == NULL || node->HostWindow == NULL)
+        return false;
+    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
+        return false;
+    Begin(node->HostWindow->Name);
+    PushOverrideID(node->ID);
+    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node);
+    IM_UNUSED(ret);
+    IM_ASSERT(ret);
+    return true;
+}
+
+void ImGui::DockNodeEndAmendTabBar()
+{
+    EndTabBar();
+    PopID();
+    End();
+}
+
+// Submit the tab bar corresponding to a dock node and various housekeeping details.
+static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+
+    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
+    const bool closed_all = node->WantCloseAll && node_was_active;
+    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
+    node->WantCloseAll = false;
+    node->WantCloseTabId = 0;
+
+    // Decide if we should use a focused title bar color
+    bool is_focused = false;
+    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+    if (g.NavWindowingTarget)
+        is_focused = (g.NavWindowingTarget->DockNode == node);
+    else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindowDockTree && root_node->LastFocusedNodeId == node->ID)
+        is_focused = true;
+
+    // Hidden tab bar will show a triangle on the upper-left (in Begin)
+    if (node->IsHiddenTabBar() || node->IsNoTabBar())
+    {
+        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
+        node->IsFocused = is_focused;
+        if (is_focused)
+            node->LastFrameFocused = g.FrameCount;
+        if (node->VisibleWindow)
+        {
+            // Notify root of visible window (used to display title in OS task bar)
+            if (is_focused || root_node->VisibleWindow == NULL)
+                root_node->VisibleWindow = node->VisibleWindow;
+            if (node->TabBar)
+                node->TabBar->VisibleTabId = node->VisibleWindow->ID;
+        }
+        return;
+    }
+
+    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
+    bool backup_skip_item = host_window->SkipItems;
+    if (!node->IsDockSpace())
+    {
+        host_window->SkipItems = false;
+        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+    }
+
+    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
+    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
+    // as docked windows themselves will override the stack with their own root ID.
+    PushOverrideID(node->ID);
+    ImGuiTabBar* tab_bar = node->TabBar;
+    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
+    if (tab_bar == NULL)
+    {
+        DockNodeAddTabBar(node);
+        tab_bar = node->TabBar;
+    }
+
+    ImGuiID focus_tab_id = 0;
+    node->IsFocused = is_focused;
+
+    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
+    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
+
+    // In a dock node, the Collapse Button turns into the Window Menu button.
+    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
+    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
+    {
+        if (ImGuiID tab_id = DockNodeUpdateWindowMenu(node, tab_bar))
+            focus_tab_id = tab_bar->NextSelectedTabId = tab_id;
+        is_focused |= node->IsFocused;
+    }
+
+    // Layout
+    ImRect title_bar_rect, tab_bar_rect;
+    ImVec2 window_menu_button_pos;
+    ImVec2 close_button_pos;
+    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
+
+    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
+    const int tabs_count_old = tab_bar->Tabs.Size;
+    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+    {
+        ImGuiWindow* window = node->Windows[window_n];
+        if (TabBarFindTabByID(tab_bar, window->ID) == NULL)
+            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
+    }
+
+    // Title bar
+    if (is_focused)
+        node->LastFrameFocused = g.FrameCount;
+    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
+    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE);
+    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
+
+    // Docking/Collapse button
+    if (has_window_menu_button)
+    {
+        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
+            OpenPopup("#WindowMenu");
+        if (IsItemActive())
+            focus_tab_id = tab_bar->SelectedTabId;
+    }
+
+    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
+    int tabs_unsorted_start = tab_bar->Tabs.Size;
+    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
+    {
+        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
+        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
+        tabs_unsorted_start = tab_n;
+    }
+    if (tab_bar->Tabs.Size > tabs_unsorted_start)
+    {
+        IMGUI_DEBUG_LOG_DOCKING("In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
+        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
+            IMGUI_DEBUG_LOG_DOCKING(" - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder);
+        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
+            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
+    }
+
+    // Apply NavWindow focus back to the tab bar
+    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
+        tab_bar->SelectedTabId = g.NavWindow->RootWindow->ID;
+
+    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
+    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
+        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
+    else if (tab_bar->Tabs.Size > tabs_count_old)
+        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->ID;
+
+    // Begin tab bar
+    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
+    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;
+    if (!host_window->Collapsed && is_focused)
+        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
+    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node);
+    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
+
+    // Backup style colors
+    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
+    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
+
+    // Submit actual tabs
+    node->VisibleWindow = NULL;
+    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+    {
+        ImGuiWindow* window = node->Windows[window_n];
+        if ((closed_all || closed_one == window->ID) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
+            continue;
+        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
+        {
+            ImGuiTabItemFlags tab_item_flags = 0;
+            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
+            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
+                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
+            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
+                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
+
+            // Apply stored style overrides for the window
+            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
+
+            bool tab_open = true;
+            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
+            if (!tab_open)
+                node->WantCloseTabId = window->ID;
+            if (tab_bar->VisibleTabId == window->ID)
+                node->VisibleWindow = window;
+
+            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
+            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
+            window->DockTabItemRect = g.LastItemData.Rect;
+
+            // Update navigation ID on menu layer
+            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
+                host_window->NavLastIds[1] = window->ID;
+        }
+    }
+
+    // Restore style colors
+    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
+
+    // Notify root of visible window (used to display title in OS task bar)
+    if (node->VisibleWindow)
+        if (is_focused || root_node->VisibleWindow == NULL)
+            root_node->VisibleWindow = node->VisibleWindow;
+
+    // Close button (after VisibleWindow was updated)
+    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->ID may be != from tab_bar->SelectedTabId
+    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
+    const bool close_button_is_visible = node->HasCloseButton;
+    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
+    if (close_button_is_visible)
+    {
+        if (!close_button_is_enabled)
+        {
+            PushItemFlag(ImGuiItemFlags_Disabled, true);
+            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
+        }
+        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
+        {
+            node->WantCloseAll = true;
+            for (int n = 0; n < tab_bar->Tabs.Size; n++)
+                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
+        }
+        //if (IsItemActive())
+        //    focus_tab_id = tab_bar->SelectedTabId;
+        if (!close_button_is_enabled)
+        {
+            PopStyleColor();
+            PopItemFlag();
+        }
+    }
+
+    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
+    // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held)
+    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
+    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
+    {
+        bool held;
+        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowItemOverlap);
+        if (g.HoveredId == title_bar_id)
+        {
+            // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar,
+            // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
+            g.LastItemData.ID = title_bar_id;
+            SetItemAllowOverlap();
+        }
+        if (held)
+        {
+            if (IsMouseClicked(0))
+                focus_tab_id = tab_bar->SelectedTabId;
+
+            // Forward moving request to selected window
+            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
+                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false);
+        }
+    }
+
+    // Forward focus from host node to selected window
+    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
+    //    focus_tab_id = tab_bar->SelectedTabId;
+
+    // When clicked on a tab we requested focus to the docked child
+    // This overrides the value set by "forward focus from host node to selected window".
+    if (tab_bar->NextSelectedTabId)
+        focus_tab_id = tab_bar->NextSelectedTabId;
+
+    // Apply navigation focus
+    if (focus_tab_id != 0)
+        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
+            if (tab->Window)
+            {
+                FocusWindow(tab->Window);
+                NavInitWindow(tab->Window, false);
+            }
+
+    EndTabBar();
+    PopID();
+
+    // Restore SkipItems flag
+    if (!node->IsDockSpace())
+    {
+        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+        host_window->SkipItems = backup_skip_item;
+    }
+}
+
+static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
+{
+    IM_ASSERT(node->TabBar == NULL);
+    node->TabBar = IM_NEW(ImGuiTabBar);
+}
+
+static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
+{
+    if (node->TabBar == NULL)
+        return;
+    IM_DELETE(node->TabBar);
+    node->TabBar = NULL;
+}
+
+static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
+{
+    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
+        return false;
+
+    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
+    ImGuiWindowClass* payload_class = &payload->WindowClass;
+    if (host_class->ClassId != payload_class->ClassId)
+    {
+        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
+            return true;
+        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
+            return true;
+        return false;
+    }
+
+    // Prevent docking any window created above a popup
+    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
+    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
+    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
+    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
+    ImGuiContext& g = *GImGui;
+    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
+        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
+            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
+                return false;
+
+    return true;
+}
+
+static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
+{
+    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
+        return true;
+
+    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
+    for (int payload_n = 0; payload_n < payload_count; payload_n++)
+    {
+        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
+        if (DockNodeIsDropAllowedOne(payload, host_window))
+            return true;
+    }
+    return false;
+}
+
+// window menu button == collapse button when not in a dock node.
+// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
+static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+
+    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
+    if (out_title_rect) { *out_title_rect = r; }
+
+    r.Min.x += style.WindowBorderSize;
+    r.Max.x -= style.WindowBorderSize;
+
+    float button_sz = g.FontSize;
+
+    ImVec2 window_menu_button_pos = r.Min;
+    r.Min.x += style.FramePadding.x;
+    r.Max.x -= style.FramePadding.x;
+    if (node->HasCloseButton)
+    {
+        r.Max.x -= button_sz;
+        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y);
+    }
+    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
+    {
+        r.Min.x += button_sz + style.ItemInnerSpacing.x;
+    }
+    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
+    {
+        r.Max.x -= button_sz + style.FramePadding.x;
+        window_menu_button_pos = ImVec2(r.Max.x, r.Min.y);
+    }
+    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
+    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
+}
+
+void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
+{
+    ImGuiContext& g = *GImGui;
+    const float dock_spacing = g.Style.ItemInnerSpacing.x;
+    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
+    pos_new[axis ^ 1] = pos_old[axis ^ 1];
+    size_new[axis ^ 1] = size_old[axis ^ 1];
+
+    // Distribute size on given axis (with a desired size or equally)
+    const float w_avail = size_old[axis] - dock_spacing;
+    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
+    {
+        size_new[axis] = size_new_desired[axis];
+        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
+    }
+    else
+    {
+        size_new[axis] = IM_FLOOR(w_avail * 0.5f);
+        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
+    }
+
+    // Position each node
+    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
+    {
+        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
+    }
+    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
+    {
+        pos_new[axis] = pos_old[axis];
+        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
+    }
+}
+
+// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
+bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
+{
+    ImGuiContext& g = *GImGui;
+
+    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
+    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
+    float hs_w; // Half-size, longer axis
+    float hs_h; // Half-size, smaller axis
+    ImVec2 off; // Distance from edge or center
+    if (outer_docking)
+    {
+        //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
+        //hs_h = ImFloor(hs_w * 0.15f);
+        //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
+        hs_w = ImFloor(hs_for_central_nodes * 1.50f);
+        hs_h = ImFloor(hs_for_central_nodes * 0.80f);
+        off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h));
+    }
+    else
+    {
+        hs_w = ImFloor(hs_for_central_nodes);
+        hs_h = ImFloor(hs_for_central_nodes * 0.90f);
+        off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f));
+    }
+
+    ImVec2 c = ImFloor(parent.GetCenter());
+    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
+    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
+    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
+    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
+    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
+
+    if (test_mouse_pos == NULL)
+        return false;
+
+    ImRect hit_r = out_r;
+    if (!outer_docking)
+    {
+        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
+        hit_r.Expand(ImFloor(hs_w * 0.30f));
+        ImVec2 mouse_delta = (*test_mouse_pos - c);
+        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
+        float r_threshold_center = hs_w * 1.4f;
+        float r_threshold_sides = hs_w * (1.4f + 1.2f);
+        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
+            return (dir == ImGuiDir_None);
+        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
+            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
+    }
+    return hit_r.Contains(*test_mouse_pos);
+}
+
+// host_node may be NULL if the window doesn't have a DockNode already.
+// FIXME-DOCK: This is misnamed since it's also doing the filtering.
+static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
+{
+    ImGuiContext& g = *GImGui;
+
+    // There is an edge case when docking into a dockspace which only has inactive nodes.
+    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
+    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
+    ImGuiDockNode* root_payload_as_host = root_payload->DockNodeAsHost;
+    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
+    if (ref_node_for_rect)
+        IM_ASSERT(ref_node_for_rect->IsVisible);
+
+    // Filter, figure out where we are allowed to dock
+    ImGuiDockNodeFlags src_node_flags = root_payload_as_host ? root_payload_as_host->MergedFlags : root_payload->WindowClass.DockNodeFlagsOverrideSet;
+    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
+    data->IsCenterAvailable = true;
+    if (is_outer_docking)
+        data->IsCenterAvailable = false;
+    else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking)
+        data->IsCenterAvailable = false;
+    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode())
+        data->IsCenterAvailable = false;
+    else if ((!host_node || !host_node->IsEmpty()) && root_payload_as_host && root_payload_as_host->IsSplitNode() && (root_payload_as_host->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
+        data->IsCenterAvailable = false;
+    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
+        data->IsCenterAvailable = false;
+    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
+        data->IsCenterAvailable = false;
+    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
+        data->IsCenterAvailable = false;
+
+    data->IsSidesAvailable = true;
+    if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit)
+        data->IsSidesAvailable = false;
+    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
+        data->IsSidesAvailable = false;
+    else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther))
+        data->IsSidesAvailable = false;
+
+    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
+    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton);
+    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
+    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
+    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
+
+    // Calculate drop shapes geometry for allowed splitting directions
+    IM_ASSERT(ImGuiDir_None == -1);
+    data->SplitNode = host_node;
+    data->SplitDir = ImGuiDir_None;
+    data->IsSplitDirExplicit = false;
+    if (!host_window->Collapsed)
+        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
+        {
+            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
+                continue;
+            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
+                continue;
+            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
+            {
+                data->SplitDir = (ImGuiDir)dir;
+                data->IsSplitDirExplicit = true;
+            }
+        }
+
+    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
+    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
+    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
+        data->IsDropAllowed = false;
+
+    // Calculate split area
+    data->SplitRatio = 0.0f;
+    if (data->SplitDir != ImGuiDir_None)
+    {
+        ImGuiDir split_dir = data->SplitDir;
+        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
+        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
+        ImVec2 size_new, size_old = data->FutureNode.Size;
+        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, root_payload->Size);
+
+        // Calculate split ratio so we can pass it down the docking request
+        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
+        data->FutureNode.Pos = pos_new;
+        data->FutureNode.Size = size_new;
+        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
+    }
+}
+
+static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
+
+    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
+    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
+    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
+
+    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
+    int overlay_draw_lists_count = 0;
+    ImDrawList* overlay_draw_lists[2];
+    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
+    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
+        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
+
+    // Draw main preview rectangle
+    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
+    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
+    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
+    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
+
+    // Display area preview
+    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
+    if (data->IsDropAllowed)
+    {
+        ImRect overlay_rect = data->FutureNode.Rect();
+        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
+            overlay_rect.Min.y += GetFrameHeight();
+        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
+            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
+                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE));
+    }
+
+    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
+    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
+    {
+        // Compute target tab bar geometry so we can locate our preview tabs
+        ImRect tab_bar_rect;
+        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
+        ImVec2 tab_pos = tab_bar_rect.Min;
+        if (host_node && host_node->TabBar)
+        {
+            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
+                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
+            else
+                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]->Name, host_node->Windows[0]->HasCloseButton).x;
+        }
+        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
+        {
+            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window->Name, host_window->HasCloseButton).x; // Account for slight offset which will be added when changing from title bar to tab bar
+        }
+
+        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
+        if (root_payload->DockNodeAsHost)
+            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
+        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
+        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
+        for (int payload_n = 0; payload_n < payload_count; payload_n++)
+        {
+            // DockNode's TabBar may have non-window Tabs manually appended by user
+            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
+            if (tab_bar_with_payload && payload_window == NULL)
+                continue;
+            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
+                continue;
+
+            // Calculate the tab bounding box for each payload window
+            ImVec2 tab_size = TabItemCalcSize(payload_window->Name, payload_window->HasCloseButton);
+            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
+            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
+            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
+            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
+            PushStyleColor(ImGuiCol_Text, overlay_col_text);
+            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
+            {
+                ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0);
+                if (!tab_bar_rect.Contains(tab_bb))
+                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
+                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
+                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
+                if (!tab_bar_rect.Contains(tab_bb))
+                    overlay_draw_lists[overlay_n]->PopClipRect();
+            }
+            PopStyleColor();
+        }
+    }
+
+    // Display drop boxes
+    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
+    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
+    {
+        if (!data->DropRectsDraw[dir + 1].IsInverted())
+        {
+            ImRect draw_r = data->DropRectsDraw[dir + 1];
+            ImRect draw_r_in = draw_r;
+            draw_r_in.Expand(-2.0f);
+            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
+            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
+            {
+                ImVec2 center = ImFloor(draw_r_in.GetCenter());
+                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
+                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
+                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
+                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
+                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
+                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
+            }
+        }
+
+        // Stop after ImGuiDir_None
+        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit)
+            return;
+    }
+}
+
+//-----------------------------------------------------------------------------
+// Docking: ImGuiDockNode Tree manipulation functions
+//-----------------------------------------------------------------------------
+// - DockNodeTreeSplit()
+// - DockNodeTreeMerge()
+// - DockNodeTreeUpdatePosSize()
+// - DockNodeTreeUpdateSplitterFindTouchingNode()
+// - DockNodeTreeUpdateSplitter()
+// - DockNodeTreeFindFallbackLeafNode()
+// - DockNodeTreeFindNodeByPos()
+//-----------------------------------------------------------------------------
+
+void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(split_axis != ImGuiAxis_None);
+
+    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
+    child_0->ParentNode = parent_node;
+
+    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
+    child_1->ParentNode = parent_node;
+
+    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
+    DockNodeMoveChildNodes(child_inheritor, parent_node);
+    parent_node->ChildNodes[0] = child_0;
+    parent_node->ChildNodes[1] = child_1;
+    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
+    parent_node->SplitAxis = split_axis;
+    parent_node->VisibleWindow = NULL;
+    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
+
+    float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE);
+    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
+    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
+    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
+    child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio);
+    child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]);
+
+    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
+    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
+    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
+    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
+
+    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
+    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
+    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
+    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
+    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
+    child_0->UpdateMergedFlags();
+    child_1->UpdateMergedFlags();
+    parent_node->UpdateMergedFlags();
+    if (child_inheritor->IsCentralNode())
+        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
+}
+
+void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
+{
+    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
+    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
+    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
+    IM_ASSERT(child_0 || child_1);
+    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
+    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
+    {
+        IM_ASSERT(parent_node->TabBar == NULL);
+        IM_ASSERT(parent_node->Windows.Size == 0);
+    }
+    IMGUI_DEBUG_LOG_DOCKING("DockNodeTreeMerge 0x%08X & 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
+
+    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
+    DockNodeMoveChildNodes(parent_node, merge_lead_child);
+    if (child_0)
+    {
+        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
+        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
+    }
+    if (child_1)
+    {
+        DockNodeMoveWindows(parent_node, child_1);
+        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
+    }
+    DockNodeApplyPosSizeToWindows(parent_node);
+    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
+    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
+    parent_node->SizeRef = backup_last_explicit_size;
+
+    // Flags transfer
+    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
+    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
+    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
+    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
+    parent_node->UpdateMergedFlags();
+
+    if (child_0)
+    {
+        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
+        IM_DELETE(child_0);
+    }
+    if (child_1)
+    {
+        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
+        IM_DELETE(child_1);
+    }
+}
+
+// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
+// (Depth-first, Pre-Order)
+void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
+{
+    // During the regular dock node update we write to all nodes.
+    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
+    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
+    if (write_to_node)
+    {
+        node->Pos = pos;
+        node->Size = size;
+    }
+
+    if (node->IsLeafNode())
+        return;
+
+    ImGuiDockNode* child_0 = node->ChildNodes[0];
+    ImGuiDockNode* child_1 = node->ChildNodes[1];
+    ImVec2 child_0_pos = pos, child_1_pos = pos;
+    ImVec2 child_0_size = size, child_1_size = size;
+
+    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
+    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
+    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
+    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
+
+    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
+    {
+        ImGuiContext& g = *GImGui;
+        const float spacing = DOCKING_SPLITTER_SIZE;
+        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
+        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
+
+        // Size allocation policy
+        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
+        const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
+
+        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
+        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor()
+        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
+
+        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
+        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
+        {
+            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
+            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
+            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
+        }
+        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
+        {
+            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
+            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
+            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
+        }
+        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
+        {
+            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
+            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
+            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
+            child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio);
+            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
+            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
+        }
+
+        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
+        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
+        {
+            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
+            child_1_size[axis] = (size_avail - child_0_size[axis]);
+        }
+        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
+        {
+            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
+            child_0_size[axis] = (size_avail - child_1_size[axis]);
+        }
+        else
+        {
+            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
+            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
+            child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f));
+            child_1_size[axis] = (size_avail - child_0_size[axis]);
+        }
+
+        child_1_pos[axis] += spacing + child_0_size[axis];
+    }
+
+    if (only_write_to_single_node == NULL)
+        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
+
+    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
+    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
+    if (child_0_recurse)
+        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
+    if (child_1_recurse)
+        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
+}
+
+static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
+{
+    if (node->IsLeafNode())
+    {
+        touching_nodes->push_back(node);
+        return;
+    }
+    if (node->ChildNodes[0]->IsVisible)
+        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
+            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
+    if (node->ChildNodes[1]->IsVisible)
+        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
+            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
+}
+
+// (Depth-First, Pre-Order)
+void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
+{
+    if (node->IsLeafNode())
+        return;
+
+    ImGuiContext& g = *GImGui;
+
+    ImGuiDockNode* child_0 = node->ChildNodes[0];
+    ImGuiDockNode* child_1 = node->ChildNodes[1];
+    if (child_0->IsVisible && child_1->IsVisible)
+    {
+        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
+        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
+        IM_ASSERT(axis != ImGuiAxis_None);
+        ImRect bb;
+        bb.Min = child_0->Pos;
+        bb.Max = child_1->Pos;
+        bb.Min[axis] += child_0->Size[axis];
+        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
+        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
+
+        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
+        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
+        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
+        {
+            ImGuiWindow* window = g.CurrentWindow;
+            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
+        }
+        else
+        {
+            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
+            //bb.Max[axis] -= 1;
+            PushID(node->ID);
+
+            // Find resizing limits by gathering list of nodes that are touching the splitter line.
+            ImVector<ImGuiDockNode*> touching_nodes[2];
+            float min_size = g.Style.WindowMinSize[axis];
+            float resize_limits[2];
+            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
+            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
+
+            ImGuiID splitter_id = GetID("##Splitter");
+            if (g.ActiveId == splitter_id) // Only process when splitter is active
+            {
+                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
+                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
+                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
+                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
+                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
+                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
+
+                // [DEBUG] Render touching nodes & limits
+                /*
+                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
+                for (int n = 0; n < 2; n++)
+                {
+                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
+                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
+                    if (axis == ImGuiAxis_X)
+                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
+                    else
+                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
+                }
+                */
+            }
+
+            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
+            float cur_size_0 = child_0->Size[axis];
+            float cur_size_1 = child_1->Size[axis];
+            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
+            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
+            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
+            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
+            {
+                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
+                {
+                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
+                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
+                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
+
+                    // Lock the size of every node that is a sibling of the node we are touching
+                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
+                    for (int side_n = 0; side_n < 2; side_n++)
+                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
+                        {
+                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
+                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
+                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
+                            while (touching_node->ParentNode != node)
+                            {
+                                if (touching_node->ParentNode->SplitAxis == axis)
+                                {
+                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
+                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
+                                    node_to_preserve->WantLockSizeOnce = true;
+                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
+                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
+                                }
+                                touching_node = touching_node->ParentNode;
+                            }
+                        }
+
+                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
+                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
+                    MarkIniSettingsDirty();
+                }
+            }
+            PopID();
+        }
+    }
+
+    if (child_0->IsVisible)
+        DockNodeTreeUpdateSplitter(child_0);
+    if (child_1->IsVisible)
+        DockNodeTreeUpdateSplitter(child_1);
+}
+
+ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
+{
+    if (node->IsLeafNode())
+        return node;
+    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
+        return leaf_node;
+    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
+        return leaf_node;
+    return NULL;
+}
+
+ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
+{
+    if (!node->IsVisible)
+        return NULL;
+
+    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
+    ImRect r(node->Pos, node->Pos + node->Size);
+    r.Expand(dock_spacing * 0.5f);
+    bool inside = r.Contains(pos);
+    if (!inside)
+        return NULL;
+
+    if (node->IsLeafNode())
+        return node;
+    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
+        return hovered_node;
+    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
+        return hovered_node;
+
+    return NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
+//-----------------------------------------------------------------------------
+// - SetWindowDock() [Internal]
+// - DockSpace()
+// - DockSpaceOverViewport()
+//-----------------------------------------------------------------------------
+
+// [Internal] Called via SetNextWindowDockID()
+void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
+{
+    // Test condition (NB: bit 0 is always true) and clear flags for next time
+    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
+        return;
+    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+
+    if (window->DockId == dock_id)
+        return;
+
+    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
+    ImGuiContext* ctx = GImGui;
+    if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
+        if (new_node->IsSplitNode())
+        {
+            // Policy: Find central node or latest focused node. We first move back to our root node.
+            new_node = DockNodeGetRootNode(new_node);
+            if (new_node->CentralNode)
+            {
+                IM_ASSERT(new_node->CentralNode->IsCentralNode());
+                dock_id = new_node->CentralNode->ID;
+            }
+            else
+            {
+                dock_id = new_node->LastFocusedNodeId;
+            }
+        }
+
+    if (window->DockId == dock_id)
+        return;
+
+    if (window->DockNode)
+        DockNodeRemoveWindow(window->DockNode, window, 0);
+    window->DockId = dock_id;
+}
+
+// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
+// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
+// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
+ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
+{
+    ImGuiContext* ctx = GImGui;
+    ImGuiContext& g = *ctx;
+    ImGuiWindow* window = GetCurrentWindow();
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+        return 0;
+
+    // Early out if parent window is hidden/collapsed
+    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
+    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
+    if (window->SkipItems)
+        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
+
+    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
+    IM_ASSERT(id != 0);
+    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
+    if (!node)
+    {
+        IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X created\n", id);
+        node = DockContextAddNode(ctx, id);
+        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
+    }
+    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
+        IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
+    node->SharedFlags = flags;
+    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
+
+    // When a DockSpace transitioned form implicit to explicit this may be called a second time
+    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
+    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
+    {
+        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
+        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
+        return id;
+    }
+    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
+
+    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
+    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
+    {
+        node->LastFrameAlive = g.FrameCount;
+        return id;
+    }
+
+    const ImVec2 content_avail = GetContentRegionAvail();
+    ImVec2 size = ImFloor(size_arg);
+    if (size.x <= 0.0f)
+        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
+    if (size.y <= 0.0f)
+        size.y = ImMax(content_avail.y + size.y, 4.0f);
+    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
+
+    node->Pos = window->DC.CursorPos;
+    node->Size = node->SizeRef = size;
+    SetNextWindowPos(node->Pos);
+    SetNextWindowSize(node->Size);
+    g.NextWindowData.PosUndock = false;
+
+    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
+    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
+    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
+    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
+    window_flags |= ImGuiWindowFlags_NoBackground;
+
+    char title[256];
+    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
+
+    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
+    Begin(title, NULL, window_flags);
+    PopStyleVar();
+
+    ImGuiWindow* host_window = g.CurrentWindow;
+    DockNodeSetupHostWindow(node, host_window);
+    host_window->ChildId = window->GetID(title);
+    node->OnlyNodeWithWindows = NULL;
+
+    IM_ASSERT(node->IsRootNode());
+
+    // We need to handle the rare case were a central node is missing.
+    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
+    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
+    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
+    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
+    // as it doesn't make sense for an empty dockspace to not have this property.
+    if (node->IsLeafNode() && !node->IsCentralNode())
+        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
+
+    // Update the node
+    DockNodeUpdate(node);
+
+    End();
+    ItemSize(size);
+    return id;
+}
+
+// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
+// The limitation with this call is that your window won't have a menu bar.
+// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
+// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
+ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
+{
+    if (viewport == NULL)
+        viewport = GetMainViewport();
+
+    SetNextWindowPos(viewport->WorkPos);
+    SetNextWindowSize(viewport->WorkSize);
+    SetNextWindowViewport(viewport->ID);
+
+    ImGuiWindowFlags host_window_flags = 0;
+    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
+    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
+    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
+        host_window_flags |= ImGuiWindowFlags_NoBackground;
+
+    char label[32];
+    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
+
+    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
+    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
+    Begin(label, NULL, host_window_flags);
+    PopStyleVar(3);
+
+    ImGuiID dockspace_id = GetID("DockSpace");
+    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
+    End();
+
+    return dockspace_id;
+}
+
+//-----------------------------------------------------------------------------
+// Docking: Builder Functions
+//-----------------------------------------------------------------------------
+// Very early end-user API to manipulate dock nodes.
+// Only available in imgui_internal.h. Expect this API to change/break!
+// It is expected that those functions are all called _before_ the dockspace node submission.
+//-----------------------------------------------------------------------------
+// - DockBuilderDockWindow()
+// - DockBuilderGetNode()
+// - DockBuilderSetNodePos()
+// - DockBuilderSetNodeSize()
+// - DockBuilderAddNode()
+// - DockBuilderRemoveNode()
+// - DockBuilderRemoveNodeChildNodes()
+// - DockBuilderRemoveNodeDockedWindows()
+// - DockBuilderSplitNode()
+// - DockBuilderCopyNodeRec()
+// - DockBuilderCopyNode()
+// - DockBuilderCopyWindowSettings()
+// - DockBuilderCopyDockSpace()
+// - DockBuilderFinish()
+//-----------------------------------------------------------------------------
+
+void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
+{
+    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
+    ImGuiID window_id = ImHashStr(window_name);
+    if (ImGuiWindow* window = FindWindowByID(window_id))
+    {
+        // Apply to created window
+        SetWindowDock(window, node_id, ImGuiCond_Always);
+        window->DockOrder = -1;
+    }
+    else
+    {
+        // Apply to settings
+        ImGuiWindowSettings* settings = FindWindowSettings(window_id);
+        if (settings == NULL)
+            settings = CreateNewWindowSettings(window_name);
+        settings->DockId = node_id;
+        settings->DockOrder = -1;
+    }
+}
+
+ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
+{
+    ImGuiContext* ctx = GImGui;
+    return DockContextFindNodeByID(ctx, node_id);
+}
+
+void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
+{
+    ImGuiContext* ctx = GImGui;
+    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
+    if (node == NULL)
+        return;
+    node->Pos = pos;
+    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
+}
+
+void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
+{
+    ImGuiContext* ctx = GImGui;
+    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
+    if (node == NULL)
+        return;
+    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
+    node->Size = node->SizeRef = size;
+    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
+}
+
+// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
+// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
+// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
+// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
+//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
+// - Use (id == 0) to let the system allocate a node identifier.
+// - Existing node with a same id will be removed.
+ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags)
+{
+    ImGuiContext* ctx = GImGui;
+
+    if (id != 0)
+        DockBuilderRemoveNode(id);
+
+    ImGuiDockNode* node = NULL;
+    if (flags & ImGuiDockNodeFlags_DockSpace)
+    {
+        DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
+        node = DockContextFindNodeByID(ctx, id);
+    }
+    else
+    {
+        node = DockContextAddNode(ctx, id);
+        node->SetLocalFlags(flags);
+    }
+    node->LastFrameAlive = ctx->FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
+    return node->ID;
+}
+
+void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
+{
+    ImGuiContext* ctx = GImGui;
+    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
+    if (node == NULL)
+        return;
+    DockBuilderRemoveNodeDockedWindows(node_id, true);
+    DockBuilderRemoveNodeChildNodes(node_id);
+    // Node may have moved or deleted if e.g. any merge happened
+    node = DockContextFindNodeByID(ctx, node_id);
+    if (node == NULL)
+        return;
+    if (node->IsCentralNode() && node->ParentNode)
+        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
+    DockContextRemoveNode(ctx, node, true);
+}
+
+// root_id = 0 to remove all, root_id != 0 to remove child of given node.
+void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
+{
+    ImGuiContext* ctx = GImGui;
+    ImGuiDockContext* dc  = &ctx->DockContext;
+
+    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
+    if (root_id && root_node == NULL)
+        return;
+    bool has_central_node = false;
+
+    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
+    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
+
+    // Process active windows
+    ImVector<ImGuiDockNode*> nodes_to_remove;
+    for (int n = 0; n < dc->Nodes.Data.Size; n++)
+        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+        {
+            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
+            if (want_removal)
+            {
+                if (node->IsCentralNode())
+                    has_central_node = true;
+                if (root_id != 0)
+                    DockContextQueueNotifyRemovedNode(ctx, node);
+                if (root_node)
+                {
+                    DockNodeMoveWindows(root_node, node);
+                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
+                }
+                nodes_to_remove.push_back(node);
+            }
+        }
+
+    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
+    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
+    if (root_node)
+    {
+        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
+        root_node->AuthorityForSize = backup_root_node_authority_for_size;
+    }
+
+    // Apply to settings
+    for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
+        if (ImGuiID window_settings_dock_id = settings->DockId)
+            for (int n = 0; n < nodes_to_remove.Size; n++)
+                if (nodes_to_remove[n]->ID == window_settings_dock_id)
+                {
+                    settings->DockId = root_id;
+                    break;
+                }
+
+    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
+    if (nodes_to_remove.Size > 1)
+        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
+    for (int n = 0; n < nodes_to_remove.Size; n++)
+        DockContextRemoveNode(ctx, nodes_to_remove[n], false);
+
+    if (root_id == 0)
+    {
+        dc->Nodes.Clear();
+        dc->Requests.clear();
+    }
+    else if (has_central_node)
+    {
+        root_node->CentralNode = root_node;
+        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
+    }
+}
+
+void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
+{
+    // Clear references in settings
+    ImGuiContext* ctx = GImGui;
+    ImGuiContext& g = *ctx;
+    if (clear_settings_refs)
+    {
+        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+        {
+            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
+            if (!want_removal && settings->DockId != 0)
+                if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
+                    if (DockNodeGetRootNode(node)->ID == root_id)
+                        want_removal = true;
+            if (want_removal)
+                settings->DockId = 0;
+        }
+    }
+
+    // Clear references in windows
+    for (int n = 0; n < g.Windows.Size; n++)
+    {
+        ImGuiWindow* window = g.Windows[n];
+        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
+        if (want_removal)
+        {
+            const ImGuiID backup_dock_id = window->DockId;
+            IM_UNUSED(backup_dock_id);
+            DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
+            if (!clear_settings_refs)
+                IM_ASSERT(window->DockId == backup_dock_id);
+        }
+    }
+}
+
+// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
+// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
+// FIXME-DOCK: We are not exposing nor using split_outer.
+ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
+{
+    ImGuiContext* ctx = GImGui;
+    IM_ASSERT(split_dir != ImGuiDir_None);
+    IMGUI_DEBUG_LOG_DOCKING("DockBuilderSplitNode node 0x%08X, split_dir %d\n", id, split_dir);
+
+    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
+    if (node == NULL)
+    {
+        IM_ASSERT(node != NULL);
+        return 0;
+    }
+
+    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
+
+    ImGuiDockRequest req;
+    req.Type = ImGuiDockRequestType_Split;
+    req.DockTargetWindow = NULL;
+    req.DockTargetNode = node;
+    req.DockPayload = NULL;
+    req.DockSplitDir = split_dir;
+    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
+    req.DockSplitOuter = false;
+    DockContextProcessDock(ctx, &req);
+
+    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
+    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
+    if (out_id_at_dir)
+        *out_id_at_dir = id_at_dir;
+    if (out_id_at_opposite_dir)
+        *out_id_at_opposite_dir = id_at_opposite_dir;
+    return id_at_dir;
+}
+
+static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
+{
+    ImGuiContext* ctx = GImGui;
+    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(ctx, dst_node_id_if_known);
+    dst_node->SharedFlags = src_node->SharedFlags;
+    dst_node->LocalFlags = src_node->LocalFlags;
+    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
+    dst_node->Pos = src_node->Pos;
+    dst_node->Size = src_node->Size;
+    dst_node->SizeRef = src_node->SizeRef;
+    dst_node->SplitAxis = src_node->SplitAxis;
+    dst_node->UpdateMergedFlags();
+
+    out_node_remap_pairs->push_back(src_node->ID);
+    out_node_remap_pairs->push_back(dst_node->ID);
+
+    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
+        if (src_node->ChildNodes[child_n])
+        {
+            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
+            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
+        }
+
+    IMGUI_DEBUG_LOG_DOCKING("Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
+    return dst_node;
+}
+
+void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
+{
+    ImGuiContext* ctx = GImGui;
+    IM_ASSERT(src_node_id != 0);
+    IM_ASSERT(dst_node_id != 0);
+    IM_ASSERT(out_node_remap_pairs != NULL);
+
+    DockBuilderRemoveNode(dst_node_id);
+
+    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
+    IM_ASSERT(src_node != NULL);
+
+    out_node_remap_pairs->clear();
+    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
+
+    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
+}
+
+void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
+{
+    ImGuiWindow* src_window = FindWindowByName(src_name);
+    if (src_window == NULL)
+        return;
+    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
+    {
+        dst_window->Pos = src_window->Pos;
+        dst_window->Size = src_window->Size;
+        dst_window->SizeFull = src_window->SizeFull;
+        dst_window->Collapsed = src_window->Collapsed;
+    }
+    else if (ImGuiWindowSettings* dst_settings = FindOrCreateWindowSettings(dst_name))
+    {
+        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
+        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
+        {
+            dst_settings->ViewportPos = window_pos_2ih;
+            dst_settings->ViewportId = src_window->ViewportId;
+            dst_settings->Pos = ImVec2ih(0, 0);
+        }
+        else
+        {
+            dst_settings->Pos = window_pos_2ih;
+        }
+        dst_settings->Size = ImVec2ih(src_window->SizeFull);
+        dst_settings->Collapsed = src_window->Collapsed;
+    }
+}
+
+// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
+void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
+{
+    IM_ASSERT(src_dockspace_id != 0);
+    IM_ASSERT(dst_dockspace_id != 0);
+    IM_ASSERT(in_window_remap_pairs != NULL);
+    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
+
+    // Duplicate entire dock
+    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
+    // whereas we could attempt to at least keep them together in a new, same floating node.
+    ImVector<ImGuiID> node_remap_pairs;
+    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
+
+    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
+    // (The windows associated to src_dockspace_id are staying in place)
+    ImVector<ImGuiID> src_windows;
+    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
+    {
+        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
+        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
+        ImGuiID src_window_id = ImHashStr(src_window_name);
+        src_windows.push_back(src_window_id);
+
+        // Search in the remapping tables
+        ImGuiID src_dock_id = 0;
+        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
+            src_dock_id = src_window->DockId;
+        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettings(src_window_id))
+            src_dock_id = src_window_settings->DockId;
+        ImGuiID dst_dock_id = 0;
+        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
+            if (node_remap_pairs[dock_remap_n] == src_dock_id)
+            {
+                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
+                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
+                break;
+            }
+
+        if (dst_dock_id != 0)
+        {
+            // Docked windows gets redocked into the new node hierarchy.
+            IMGUI_DEBUG_LOG_DOCKING("Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
+            DockBuilderDockWindow(dst_window_name, dst_dock_id);
+        }
+        else
+        {
+            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
+            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
+            IMGUI_DEBUG_LOG_DOCKING("Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
+            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
+        }
+    }
+
+    // Anything else in the source nodes of 'node_remap_pairs' are windows that were docked in src_dockspace_id but are not owned by it (unaffiliated windows, e.g. "ImGui Demo")
+    // Find those windows and move to them to the cloned dock node. This may be optional?
+    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
+        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
+        {
+            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
+            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
+            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+            {
+                ImGuiWindow* window = node->Windows[window_n];
+                if (src_windows.contains(window->ID))
+                    continue;
+
+                // Docked windows gets redocked into the new node hierarchy.
+                IMGUI_DEBUG_LOG_DOCKING("Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
+                DockBuilderDockWindow(window->Name, dst_dock_id);
+            }
+        }
+}
+
+// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
+void ImGui::DockBuilderFinish(ImGuiID root_id)
+{
+    ImGuiContext* ctx = GImGui;
+    //DockContextRebuild(ctx);
+    DockContextBuildAddWindowsToNodes(ctx, root_id);
+}
+
+//-----------------------------------------------------------------------------
+// Docking: Begin/End Support Functions (called from Begin/End)
+//-----------------------------------------------------------------------------
+// - GetWindowAlwaysWantOwnTabBar()
+// - DockContextBindNodeToWindow()
+// - BeginDocked()
+// - BeginDockableDragDropSource()
+// - BeginDockableDragDropTarget()
+//-----------------------------------------------------------------------------
+
+bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
+        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
+            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
+                return true;
+    return false;
+}
+
+static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
+    IM_ASSERT(window->DockNode == NULL);
+
+    // We should not be docking into a split node (SetWindowDock should avoid this)
+    if (node && node->IsSplitNode())
+    {
+        DockContextProcessUndockWindow(ctx, window);
+        return NULL;
+    }
+
+    // Create node
+    if (node == NULL)
+    {
+        node = DockContextAddNode(ctx, window->DockId);
+        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
+        node->LastFrameAlive = g.FrameCount;
+    }
+
+    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
+    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
+    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
+    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
+    if (!node->IsVisible)
+    {
+        ImGuiDockNode* ancestor_node = node;
+        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
+            ancestor_node = ancestor_node->ParentNode;
+        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
+        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
+        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
+    }
+
+    // Add window to node
+    bool node_was_visible = node->IsVisible;
+    DockNodeAddWindow(node, window, true);
+    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
+    IM_ASSERT(node == window->DockNode);
+    return node;
+}
+
+void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
+{
+    ImGuiContext* ctx = GImGui;
+    ImGuiContext& g = *ctx;
+
+    // Clear fields ahead so most early-out paths don't have to do it
+    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
+
+    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
+    if (auto_dock_node)
+    {
+        if (window->DockId == 0)
+        {
+            IM_ASSERT(window->DockNode == NULL);
+            window->DockId = DockContextGenNodeID(ctx);
+        }
+    }
+    else
+    {
+        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
+        bool want_undock = false;
+        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
+        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
+        if (want_undock)
+        {
+            DockContextProcessUndockWindow(ctx, window);
+            return;
+        }
+    }
+
+    // Bind to our dock node
+    ImGuiDockNode* node = window->DockNode;
+    if (node != NULL)
+        IM_ASSERT(window->DockId == node->ID);
+    if (window->DockId != 0 && node == NULL)
+    {
+        node = DockContextBindNodeToWindow(ctx, window);
+        if (node == NULL)
+            return;
+    }
+
+#if 0
+    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
+    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
+    {
+        DockContextProcessUndockWindow(ctx, window);
+        return;
+    }
+#endif
+
+    // Undock if our dockspace node disappeared
+    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
+    if (node->LastFrameAlive < g.FrameCount)
+    {
+        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
+        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+        if (root_node->LastFrameAlive < g.FrameCount)
+            DockContextProcessUndockWindow(ctx, window);
+        else
+            window->DockIsActive = true;
+        return;
+    }
+
+    // Store style overrides
+    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
+
+    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
+    // and never create neither a host window neither a tab bar.
+    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
+    if (node->HostWindow == NULL)
+    {
+        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
+            window->DockIsActive = true;
+        if (node->Windows.Size > 1)
+            DockNodeHideWindowDuringHostWindowCreation(window);
+        return;
+    }
+
+    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
+    IM_ASSERT(node->HostWindow);
+    IM_ASSERT(node->IsLeafNode());
+    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
+    node->State = ImGuiDockNodeState_HostWindowVisible;
+
+    // Undock if we are submitted earlier than the host window
+    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
+    {
+        DockContextProcessUndockWindow(ctx, window);
+        return;
+    }
+
+    // Position/Size window
+    SetNextWindowPos(node->Pos);
+    SetNextWindowSize(node->Size);
+    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
+    window->DockIsActive = true;
+    window->DockNodeIsVisible = true;
+    window->DockTabIsVisible = false;
+    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
+        return;
+
+    // When the window is selected we mark it as visible.
+    if (node->VisibleWindow == window)
+        window->DockTabIsVisible = true;
+
+    // Update window flag
+    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
+    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize;
+    if (node->IsHiddenTabBar() || node->IsNoTabBar())
+        window->Flags |= ImGuiWindowFlags_NoTitleBar;
+    else
+        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
+
+    // Save new dock order only if the window has been visible once already
+    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
+    if (node->TabBar && window->WasActive)
+        window->DockOrder = (short)DockNodeGetTabOrder(window);
+
+    if ((node->WantCloseAll || node->WantCloseTabId == window->ID) && p_open != NULL)
+        *p_open = false;
+
+    // Update ChildId to allow returning from Child to Parent with Escape
+    ImGuiWindow* parent_window = window->DockNode->HostWindow;
+    window->ChildId = parent_window->GetID(window->Name);
+}
+
+void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.ActiveId == window->MoveId);
+    IM_ASSERT(g.MovingWindow == window);
+    IM_ASSERT(g.CurrentWindow == window);
+
+    g.LastItemData.ID = window->MoveId;
+    window = window->RootWindowDockTree;
+    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
+    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
+    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
+    {
+        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
+        EndDragDropSource();
+
+        // Store style overrides
+        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
+    }
+}
+
+void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
+{
+    ImGuiContext* ctx = GImGui;
+    ImGuiContext& g = *ctx;
+
+    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
+    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
+    if (!g.DragDropActive)
+        return;
+    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
+        return;
+
+    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
+    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
+    const ImGuiPayload* payload = &g.DragDropPayload;
+    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
+    {
+        EndDragDropTarget();
+        return;
+    }
+
+    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
+    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
+    {
+        // Select target node
+        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
+        bool dock_into_floating_window = false;
+        ImGuiDockNode* node = NULL;
+        if (window->DockNodeAsHost)
+        {
+            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
+            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
+
+            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
+            // In this case we need to fallback into any leaf mode, possibly the central node.
+            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
+            if (node && node->IsDockSpace() && node->IsRootNode())
+                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
+        }
+        else
+        {
+            if (window->DockNode)
+                node = window->DockNode;
+            else
+                dock_into_floating_window = true; // Dock into a regular window
+        }
+
+        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
+        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
+
+        // Preview docking request and find out split direction/ratio
+        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
+        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
+        if (do_preview && (node != NULL || dock_into_floating_window))
+        {
+            ImGuiDockPreviewData split_inner;
+            ImGuiDockPreviewData split_outer;
+            ImGuiDockPreviewData* split_data = &split_inner;
+            if (node && (node->ParentNode || node->IsCentralNode()))
+                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
+                {
+                    DockNodePreviewDockSetup(window, root_node, payload_window, &split_outer, is_explicit_target, true);
+                    if (split_outer.IsSplitDirExplicit)
+                        split_data = &split_outer;
+                }
+            DockNodePreviewDockSetup(window, node, payload_window, &split_inner, is_explicit_target, false);
+            if (split_data == &split_outer)
+                split_inner.IsDropAllowed = false;
+
+            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
+            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
+            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
+
+            // Queue docking request
+            if (split_data->IsDropAllowed && payload->IsDelivery())
+                DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
+        }
+    }
+    EndDragDropTarget();
+}
+
+//-----------------------------------------------------------------------------
+// Docking: Settings
+//-----------------------------------------------------------------------------
+// - DockSettingsRenameNodeReferences()
+// - DockSettingsRemoveNodeReferences()
+// - DockSettingsFindNodeSettings()
+// - DockSettingsHandler_ApplyAll()
+// - DockSettingsHandler_ReadOpen()
+// - DockSettingsHandler_ReadLine()
+// - DockSettingsHandler_DockNodeToSettings()
+// - DockSettingsHandler_WriteAll()
+//-----------------------------------------------------------------------------
+
+static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
+{
+    ImGuiContext& g = *GImGui;
+    IMGUI_DEBUG_LOG_DOCKING("DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
+    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
+    {
+        ImGuiWindow* window = g.Windows[window_n];
+        if (window->DockId == old_node_id && window->DockNode == NULL)
+            window->DockId = new_node_id;
+    }
+    //// FIXME-OPT: We could remove this loop by storing the index in the map
+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+        if (settings->DockId == old_node_id)
+            settings->DockId = new_node_id;
+}
+
+// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
+static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
+{
+    ImGuiContext& g = *GImGui;
+    int found = 0;
+    //// FIXME-OPT: We could remove this loop by storing the index in the map
+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+        for (int node_n = 0; node_n < node_ids_count; node_n++)
+            if (settings->DockId == node_ids[node_n])
+            {
+                settings->DockId = 0;
+                settings->DockOrder = -1;
+                if (++found < node_ids_count)
+                    break;
+                return;
+            }
+}
+
+static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
+{
+    // FIXME-OPT
+    ImGuiDockContext* dc  = &ctx->DockContext;
+    for (int n = 0; n < dc->NodesSettings.Size; n++)
+        if (dc->NodesSettings[n].ID == id)
+            return &dc->NodesSettings[n];
+    return NULL;
+}
+
+// Clear settings data
+static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+    ImGuiDockContext* dc  = &ctx->DockContext;
+    dc->NodesSettings.clear();
+    DockContextClearNodes(ctx, 0, true);
+}
+
+// Recreate nodes based on settings data
+static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+    // Prune settings at boot time only
+    ImGuiDockContext* dc  = &ctx->DockContext;
+    if (ctx->Windows.Size == 0)
+        DockContextPruneUnusedSettingsNodes(ctx);
+    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
+    DockContextBuildAddWindowsToNodes(ctx, 0);
+}
+
+static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
+{
+    if (strcmp(name, "Data") != 0)
+        return NULL;
+    return (void*)1;
+}
+
+static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
+{
+    char c = 0;
+    int x = 0, y = 0;
+    int r = 0;
+
+    // Parsing, e.g.
+    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
+    // "   DockNode ID=0x00000002 Parent=0x00000001 "
+    // Important: this code expect currently fields in a fixed order.
+    ImGuiDockNodeSettings node;
+    line = ImStrSkipBlank(line);
+    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
+    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
+    else return;
+    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
+    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
+    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
+    if (node.ParentNodeId == 0)
+    {
+        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
+        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
+    }
+    else
+    {
+        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
+    }
+    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
+    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
+    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
+    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
+    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
+    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
+    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
+    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
+    if (node.ParentNodeId != 0)
+        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
+            node.Depth = parent_settings->Depth + 1;
+    ctx->DockContext.NodesSettings.push_back(node);
+}
+
+static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
+{
+    ImGuiDockNodeSettings node_settings;
+    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
+    node_settings.ID = node->ID;
+    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
+    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
+    node_settings.SelectedTabId = node->SelectedTabId;
+    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
+    node_settings.Depth = (char)depth;
+    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
+    node_settings.Pos = ImVec2ih(node->Pos);
+    node_settings.Size = ImVec2ih(node->Size);
+    node_settings.SizeRef = ImVec2ih(node->SizeRef);
+    dc->NodesSettings.push_back(node_settings);
+    if (node->ChildNodes[0])
+        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
+    if (node->ChildNodes[1])
+        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
+}
+
+static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiDockContext* dc = &ctx->DockContext;
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+        return;
+
+    // Gather settings data
+    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
+    dc->NodesSettings.resize(0);
+    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
+    for (int n = 0; n < dc->Nodes.Data.Size; n++)
+        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+            if (node->IsRootNode())
+                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
+
+    int max_depth = 0;
+    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
+        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
+
+    // Write to text buffer
+    buf->appendf("[%s][Data]\n", handler->TypeName);
+    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
+    {
+        const int line_start_pos = buf->size(); (void)line_start_pos;
+        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
+        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
+        buf->appendf(" ID=0x%08X", node_settings->ID);
+        if (node_settings->ParentNodeId)
+        {
+            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
+        }
+        else
+        {
+            if (node_settings->ParentWindowId)
+                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
+            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
+        }
+        if (node_settings->SplitAxis != ImGuiAxis_None)
+            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
+        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
+            buf->appendf(" NoResize=1");
+        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
+            buf->appendf(" CentralNode=1");
+        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
+            buf->appendf(" NoTabBar=1");
+        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
+            buf->appendf(" HiddenTabBar=1");
+        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
+            buf->appendf(" NoWindowMenuButton=1");
+        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
+            buf->appendf(" NoCloseButton=1");
+        if (node_settings->SelectedTabId)
+            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
+
+#if IMGUI_DEBUG_INI_SETTINGS
+        // [DEBUG] Include comments in the .ini file to ease debugging
+        if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
+        {
+            buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
+            if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
+                buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
+            // Iterate settings so we can give info about windows that didn't exist during the session.
+            int contains_window = 0;
+            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+                if (settings->DockId == node_settings->ID)
+                {
+                    if (contains_window++ == 0)
+                        buf->appendf(" ; contains ");
+                    buf->appendf("'%s' ", settings->GetName());
+                }
+        }
+#endif
+        buf->appendf("\n");
+    }
+    buf->appendf("\n");
+}
 
 
 //-----------------------------------------------------------------------------
@@ -11618,36 +17043,6 @@
 
 #endif
 
-// Win32 API IME support (for Asian languages, etc.)
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
-
-#include <imm.h>
-#ifdef _MSC_VER
-#pragma comment(lib, "imm32")
-#endif
-
-static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
-{
-    // Notify OS Input Method Editor of text input position
-    ImGuiIO& io = ImGui::GetIO();
-    if (HWND hwnd = (HWND)io.ImeWindowHandle)
-        if (HIMC himc = ::ImmGetContext(hwnd))
-        {
-            COMPOSITIONFORM cf;
-            cf.ptCurrentPos.x = x;
-            cf.ptCurrentPos.y = y;
-            cf.dwStyle = CFS_FORCE_POSITION;
-            ::ImmSetCompositionWindow(himc, &cf);
-            ::ImmReleaseContext(hwnd, himc);
-        }
-}
-
-#else
-
-static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
-
-#endif
-
 //-----------------------------------------------------------------------------
 // [SECTION] METRICS/DEBUGGER WINDOW
 //-----------------------------------------------------------------------------
@@ -11656,6 +17051,7 @@
 // - MetricsHelpMarker() [Internal]
 // - ShowMetricsWindow()
 // - DebugNodeColumns() [Internal]
+// - DebugNodeDockNode() [Internal]
 // - DebugNodeDrawList() [Internal]
 // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
 // - DebugNodeStorage() [Internal]
@@ -11676,13 +17072,15 @@
 
     ImVec2 scale = bb.GetSize() / viewport->Size;
     ImVec2 off = bb.Min - viewport->Pos * scale;
-    float alpha_mul = 1.0f;
-    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
+    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f;
+    window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
     for (int i = 0; i != g.Windows.Size; i++)
     {
         ImGuiWindow* thumb_window = g.Windows[i];
         if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
             continue;
+        if (thumb_window->Viewport != viewport)
+            continue;
 
         ImRect thumb_r = thumb_window->Rect();
         ImRect title_r = thumb_window->TitleBarRect();
@@ -11720,6 +17118,13 @@
     ImGui::Dummy(bb_full.GetSize() * SCALE);
 }
 
+static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs)
+{
+    const ImGuiViewportP* a = *(const ImGuiViewportP* const *)lhs;
+    const ImGuiViewportP* b = *(const ImGuiViewportP* const *)rhs;
+    return b->LastFrontMostStampCount - a->LastFrontMostStampCount;
+}
+
 // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
 static void MetricsHelpMarker(const char* desc)
 {
@@ -11920,9 +17325,15 @@
         for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
         {
             ImGuiViewportP* viewport = g.Viewports[viewport_i];
+            bool viewport_has_drawlist = false;
             for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
                 for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
-                    DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
+                {
+                    if (!viewport_has_drawlist)
+                        Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
+                    viewport_has_drawlist = true;
+                    DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
+                }
         }
         TreePop();
     }
@@ -11933,6 +17344,35 @@
         Indent(GetTreeNodeToLabelSpacing());
         RenderViewportsThumbnails();
         Unindent(GetTreeNodeToLabelSpacing());
+
+        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
+        SameLine();
+        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
+        if (open)
+        {
+            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
+            {
+                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
+                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
+                    i, mon.DpiScale * 100.0f,
+                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
+                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
+            }
+            TreePop();
+        }
+
+        if (TreeNode("Inferred order (front-to-back)"))
+        {
+            static ImVector<ImGuiViewportP*> viewports;
+            viewports.resize(g.Viewports.Size);
+            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
+            if (viewports.Size > 1)
+                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount);
+            for (int i = 0; i < viewports.Size; i++)
+                BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A");
+            TreePop();
+        }
+
         for (int i = 0; i < g.Viewports.Size; i++)
             DebugNodeViewport(g.Viewports[i]);
         TreePop();
@@ -11985,6 +17425,17 @@
 #ifdef IMGUI_HAS_DOCK
     if (TreeNode("Docking"))
     {
+        static bool root_nodes_only = true;
+        ImGuiDockContext* dc = &g.DockContext;
+        Checkbox("List root nodes", &root_nodes_only);
+        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
+        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
+        SameLine();
+        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
+        for (int n = 0; n < dc->Nodes.Data.Size; n++)
+            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+                if (!root_nodes_only || node->IsRootNode())
+                    DebugNodeDockNode(node, "Node");
         TreePop();
     }
 #endif // #ifdef IMGUI_HAS_DOCK
@@ -12027,6 +17478,29 @@
         }
 
 #ifdef IMGUI_HAS_DOCK
+        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
+        {
+            ImGuiDockContext* dc = &g.DockContext;
+            Text("In SettingsWindows:");
+            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+                if (settings->DockId != 0)
+                    BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId);
+            Text("In SettingsNodes:");
+            for (int n = 0; n < dc->NodesSettings.Size; n++)
+            {
+                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
+                const char* selected_tab_name = NULL;
+                if (settings->SelectedTabId)
+                {
+                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
+                        selected_tab_name = window->Name;
+                    else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedTabId))
+                        selected_tab_name = window_settings->GetName();
+                }
+                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
+            }
+            TreePop();
+        }
 #endif // #ifdef IMGUI_HAS_DOCK
 
         if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
@@ -12045,9 +17519,11 @@
         Text("WINDOWING");
         Indent();
         Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
-        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL");
+        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
         Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
+        Text("HoveredDockNode: 0x%08X", g.HoveredDockNode ? g.HoveredDockNode->ID : 0);
         Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
+        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
         Unindent();
 
         Text("ITEMS");
@@ -12133,8 +17609,21 @@
 
 #ifdef IMGUI_HAS_DOCK
     // Overlay: Display Docking info
-    if (show_docking_nodes && g.IO.KeyCtrl)
+    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.HoveredDockNode)
     {
+        char buf[64] = "";
+        char* p = buf;
+        ImGuiDockNode* node = g.HoveredDockNode;
+        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
+        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
+        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
+        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
+        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
+        int depth = DockNodeGetDepth(node);
+        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
+        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
+        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
+        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
     }
 #endif // #ifdef IMGUI_HAS_DOCK
 
@@ -12171,8 +17660,92 @@
     TreePop();
 }
 
+static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
+{
+    using namespace ImGui;
+    PushID(label);
+    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
+    Text("%s:", label);
+    if (!enabled)
+        BeginDisabled();
+    CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit);
+    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
+    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
+    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
+    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
+    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
+    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
+    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
+    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking);
+    CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe);
+    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
+    CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
+    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
+    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
+    if (!enabled)
+        EndDisabled();
+    PopStyleVar();
+    PopID();
+}
+
+// [DEBUG] Display contents of ImDockNode
+void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
+{
+    ImGuiContext& g = *GImGui;
+    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
+    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
+    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+    bool open;
+    if (node->Windows.Size > 0)
+        open = TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
+    else
+        open = TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
+    if (!is_alive) { PopStyleColor(); }
+    if (is_active && IsItemHovered())
+        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
+            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
+    if (open)
+    {
+        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
+        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
+        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
+            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
+        DebugNodeWindow(node->HostWindow, "HostWindow");
+        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
+        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
+        BulletText("Misc:%s%s%s%s%s%s",
+            node->IsDockSpace() ? " IsDockSpace" : "",
+            node->IsCentralNode() ? " IsCentralNode" : "",
+            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "",
+            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
+            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
+        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
+        {
+            if (BeginTable("flags", 4))
+            {
+                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
+                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
+                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
+                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
+                EndTable();
+            }
+            TreePop();
+        }
+        if (node->ParentNode)
+            DebugNodeDockNode(node->ParentNode, "ParentNode");
+        if (node->ChildNodes[0])
+            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
+        if (node->ChildNodes[1])
+            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
+        if (node->TabBar)
+            DebugNodeTabBar(node->TabBar, "TabBar");
+        TreePop();
+    }
+}
+
 // [DEBUG] Display contents of ImDrawList
-void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label)
+// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
+void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
 {
     ImGuiContext& g = *GImGui;
     ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
@@ -12189,7 +17762,7 @@
         return;
     }
 
-    ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
+    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
     if (window && IsItemHovered() && fg_draw_list)
         fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
     if (!node_open)
@@ -12418,7 +17991,7 @@
     {
         ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
         p += ImFormatString(p, buf_end - p, "%s'%s'",
-            tab_n > 0 ? ", " : "", (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???");
+            tab_n > 0 ? ", " : "", (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???");
     }
     p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
     if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
@@ -12440,7 +18013,7 @@
             if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
             if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
             Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f",
-                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth);
+                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth);
             PopID();
         }
         TreePop();
@@ -12450,19 +18023,31 @@
 void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
 {
     SetNextItemOpen(true, ImGuiCond_Once);
-    if (TreeNode("viewport0", "Viewport #%d", 0))
+    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
     {
         ImGuiWindowFlags flags = viewport->Flags;
-        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f",
+        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
             viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
-            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y);
-        BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags,
-            (flags & ImGuiViewportFlags_IsPlatformWindow)  ? " IsPlatformWindow"  : "",
+            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
+            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
+        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
+        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
+            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
             (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
-            (flags & ImGuiViewportFlags_OwnedByApp)        ? " OwnedByApp"        : "");
+            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
+            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
+            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
+            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
+            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
+            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
+            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
+            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
+            (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "",
+            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
+            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
         for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
             for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
-                DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
+                DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
         TreePop();
     }
 }
@@ -12490,12 +18075,13 @@
         TextDisabled("Note: some memory buffers have been compacted/freed.");
 
     ImGuiWindowFlags flags = window->Flags;
-    DebugNodeDrawList(window, window->DrawList, "DrawList");
+    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
     BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
     BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
         (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
         (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
         (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
+    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
     BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
     BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
     BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
@@ -12512,7 +18098,15 @@
             GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255));
     }
     BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
+
+    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
+    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
+    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
+    if (window->DockNode || window->DockNodeAsHost)
+        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
+
     if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
+    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
     if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
     if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
     if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
@@ -12749,7 +18343,7 @@
 void ImGui::ShowMetricsWindow(bool*) {}
 void ImGui::ShowFontAtlas(ImFontAtlas*) {}
 void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
-void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {}
+void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
 void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
 void ImGui::DebugNodeFont(ImFont*) {}
 void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
diff --git a/imgui.h b/imgui.h
index 5e4ba8a..c5ae874 100644
--- a/imgui.h
+++ b/imgui.h
@@ -30,11 +30,12 @@
 // [SECTION] Helpers: Memory allocations macros, ImVector<>
 // [SECTION] ImGuiStyle
 // [SECTION] ImGuiIO
-// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
+// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
+// [SECTION] Platform interface for multi-viewport support (ImGuiPlatformIO, ImGuiPlatformMonitor)
 // [SECTION] Obsolete functions and types
 
 */
@@ -67,6 +68,8 @@
 #define IMGUI_VERSION_NUM           18602
 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
 #define IMGUI_HAS_TABLE
+#define IMGUI_HAS_VIEWPORT          // Viewport WIP branch
+#define IMGUI_HAS_DOCK              // Docking WIP branch
 
 // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
 // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
@@ -154,6 +157,8 @@
 struct ImGuiListClipper;            // Helper to manually clip large list of items
 struct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame
 struct ImGuiPayload;                // User data payload for drag and drop operations
+struct ImGuiPlatformIO;             // Multi-viewport support: interface for Platform/Renderer backends + viewports to render
+struct ImGuiPlatformMonitor;        // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
 struct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
 struct ImGuiStorage;                // Helper for key->value storage
 struct ImGuiStyle;                  // Runtime data for styling/colors
@@ -161,7 +166,8 @@
 struct ImGuiTableColumnSortSpecs;   // Sorting specification for one column of a table
 struct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)
 struct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
-struct ImGuiViewport;               // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
+struct ImGuiViewport;               // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
+struct ImGuiWindowClass;            // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
 
 // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
 // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
@@ -186,6 +192,7 @@
 typedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.
 typedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
 typedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
+typedef int ImGuiDockNodeFlags;     // -> enum ImGuiDockNodeFlags_   // Flags: for DockSpace()
 typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
 typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
 typedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
@@ -354,10 +361,12 @@
     IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
     IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
     IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
+    IMGUI_API float         GetWindowDpiScale();                        // get DPI scale currently associated to the current window's viewport.
     IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
     IMGUI_API ImVec2        GetWindowSize();                            // get current window size
     IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)
     IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)
+    IMGUI_API ImGuiViewport*GetWindowViewport();                        // get viewport currently associated to the current window.
 
     // Window manipulation
     // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
@@ -368,6 +377,7 @@
     IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
     IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()
     IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
+    IMGUI_API void          SetNextWindowViewport(ImGuiID viewport_id);                                 // set next window viewport
     IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0);                        // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
     IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiCond cond = 0);                      // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
     IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
@@ -784,6 +794,7 @@
     IMGUI_API int           GetColumnsCount();
 
     // Tab Bars, Tabs
+    // Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved.
     IMGUI_API bool          BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0);        // create and append into a TabBar
     IMGUI_API void          EndTabBar();                                                        // only call EndTabBar() if BeginTabBar() returns true!
     IMGUI_API bool          BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
@@ -791,6 +802,26 @@
     IMGUI_API bool          TabItemButton(const char* label, ImGuiTabItemFlags flags = 0);      // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
     IMGUI_API void          SetTabItemClosed(const char* tab_or_docked_window_label);           // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
 
+    // Docking
+    // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
+    // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
+    // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking/undocking.
+    // - Drag from window menu button (upper-left button) to undock an entire node (all windows).
+    // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking.
+    // About dockspaces:
+    // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
+    // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport.
+    //   This is often used with ImGuiDockNodeFlags_PassthruCentralNode.
+    // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
+    // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
+    //   e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
+    IMGUI_API ImGuiID       DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
+    IMGUI_API ImGuiID       DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
+    IMGUI_API void          SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0);           // set next window dock id
+    IMGUI_API void          SetNextWindowClass(const ImGuiWindowClass* window_class);           // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
+    IMGUI_API ImGuiID       GetWindowDockID();
+    IMGUI_API bool          IsWindowDocked();                                                   // is current window docked into another window?
+
     // Logging/Capture
     // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
     IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)
@@ -863,8 +894,10 @@
     IMGUI_API bool          IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max);      // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
     IMGUI_API double        GetTime();                                                          // get global imgui time. incremented by io.DeltaTime every frame.
     IMGUI_API int           GetFrameCount();                                                    // get global imgui frame count. incremented by 1 every frame.
-    IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
-    IMGUI_API ImDrawList*   GetForegroundDrawList();                                            // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
+    IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
+    IMGUI_API ImDrawList*   GetForegroundDrawList();                                            // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
+    IMGUI_API ImDrawList*   GetBackgroundDrawList(ImGuiViewport* viewport);                     // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
+    IMGUI_API ImDrawList*   GetForegroundDrawList(ImGuiViewport* viewport);                     // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
     IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances.
     IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);                                    // get a string corresponding to the enum value (for display, saving, etc.).
     IMGUI_API void          SetStateStorage(ImGuiStorage* storage);                             // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
@@ -942,6 +975,16 @@
     IMGUI_API void*         MemAlloc(size_t size);
     IMGUI_API void          MemFree(void* ptr);
 
+    // (Optional) Platform/OS interface for multi-viewport support
+    // Read comments around the ImGuiPlatformIO structure for more details.
+    // Note: You may use GetWindowViewport() to get the current viewport of the current window.
+    IMGUI_API ImGuiPlatformIO&  GetPlatformIO();                                                // platform/renderer functions, for backend to setup + viewports list.
+    IMGUI_API void              UpdatePlatformWindows();                                        // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
+    IMGUI_API void              RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
+    IMGUI_API void              DestroyPlatformWindows();                                       // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
+    IMGUI_API ImGuiViewport*    FindViewportByID(ImGuiID id);                                   // this is a helper for backends.
+    IMGUI_API ImGuiViewport*    FindViewportByPlatformHandle(void* platform_handle);            // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
+
 } // namespace ImGui
 
 //-----------------------------------------------------------------------------
@@ -972,6 +1015,8 @@
     ImGuiWindowFlags_NoNavInputs            = 1 << 18,  // No gamepad/keyboard navigation within the window
     ImGuiWindowFlags_NoNavFocus             = 1 << 19,  // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
     ImGuiWindowFlags_UnsavedDocument        = 1 << 20,  // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
+    ImGuiWindowFlags_NoDocking              = 1 << 21,  // Disable docking of this window
+
     ImGuiWindowFlags_NoNav                  = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
     ImGuiWindowFlags_NoDecoration           = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
     ImGuiWindowFlags_NoInputs               = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
@@ -982,8 +1027,11 @@
     ImGuiWindowFlags_Tooltip                = 1 << 25,  // Don't use! For internal use by BeginTooltip()
     ImGuiWindowFlags_Popup                  = 1 << 26,  // Don't use! For internal use by BeginPopup()
     ImGuiWindowFlags_Modal                  = 1 << 27,  // Don't use! For internal use by BeginPopupModal()
-    ImGuiWindowFlags_ChildMenu              = 1 << 28   // Don't use! For internal use by BeginMenu()
-    //ImGuiWindowFlags_ResizeFromAnySide    = 1 << 17,  // [Obsolete] --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
+    ImGuiWindowFlags_ChildMenu              = 1 << 28,  // Don't use! For internal use by BeginMenu()
+    ImGuiWindowFlags_DockNodeHost           = 1 << 29   // Don't use! For internal use by Begin()/NewFrame()
+
+    // [Obsolete]
+    //ImGuiWindowFlags_ResizeFromAnySide    = 1 << 17,  // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
 };
 
 // Flags for ImGui::InputText()
@@ -1270,7 +1318,7 @@
     ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // Test from root window (top most parent of the current hierarchy)
     ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
     ImGuiFocusedFlags_NoPopupHierarchy              = 1 << 3,   // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
-    //ImGuiFocusedFlags_DockHierarchy               = 1 << 4,   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
+    ImGuiFocusedFlags_DockHierarchy                 = 1 << 4,   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
     ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
 };
 
@@ -1284,7 +1332,7 @@
     ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
     ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
     ImGuiHoveredFlags_NoPopupHierarchy              = 1 << 3,   // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
-    //ImGuiHoveredFlags_DockHierarchy               = 1 << 4,   // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
+    ImGuiHoveredFlags_DockHierarchy                 = 1 << 4,   // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
     ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 5,   // Return true even if a popup window is normally blocking access to this item/window
     //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 6,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
     ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 7,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
@@ -1294,6 +1342,21 @@
     ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
 };
 
+// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
+// (Some flags can be applied to individual nodes directly)
+// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
+enum ImGuiDockNodeFlags_
+{
+    ImGuiDockNodeFlags_None                         = 0,
+    ImGuiDockNodeFlags_KeepAliveOnly                = 1 << 0,   // Shared       // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
+    //ImGuiDockNodeFlags_NoCentralNode              = 1 << 1,   // Shared       // Disable Central Node (the node which can stay empty)
+    ImGuiDockNodeFlags_NoDockingInCentralNode       = 1 << 2,   // Shared       // Disable docking inside the Central Node, which will be always kept empty.
+    ImGuiDockNodeFlags_PassthruCentralNode          = 1 << 3,   // Shared       // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
+    ImGuiDockNodeFlags_NoSplit                      = 1 << 4,   // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved.
+    ImGuiDockNodeFlags_NoResize                     = 1 << 5,   // Shared/Local // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
+    ImGuiDockNodeFlags_AutoHideTabBar               = 1 << 6    // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node.
+};
+
 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
 enum ImGuiDragDropFlags_
 {
@@ -1536,6 +1599,15 @@
     ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
     ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
 
+    // [BETA] Docking
+    ImGuiConfigFlags_DockingEnable          = 1 << 6,   // Docking enable flags.
+
+    // [BETA] Viewports
+    // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
+    ImGuiConfigFlags_ViewportsEnable        = 1 << 10,  // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
+    ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14,  // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
+    ImGuiConfigFlags_DpiEnableScaleFonts    = 1 << 15,  // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
+
     // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
     ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
     ImGuiConfigFlags_IsTouchScreen          = 1 << 21   // Application is using a touch screen instead of a mouse.
@@ -1548,7 +1620,12 @@
     ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Backend Platform supports gamepad and currently has one connected.
     ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
     ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
-    ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3    // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
+    ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3,   // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
+
+    // [BETA] Viewports
+    ImGuiBackendFlags_PlatformHasViewports  = 1 << 10,  // Backend Platform supports multiple viewports.
+    ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11,  // Backend Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide correctly with most high-level engines! Don't set this without studying _carefully_ how the backends handle ImGuiViewportFlags_NoInputs!
+    ImGuiBackendFlags_RendererHasViewports  = 1 << 12   // Backend Renderer supports multiple viewports.
 };
 
 // Enumeration for PushStyleColor() / PopStyleColor()
@@ -1592,6 +1669,8 @@
     ImGuiCol_TabActive,
     ImGuiCol_TabUnfocused,
     ImGuiCol_TabUnfocusedActive,
+    ImGuiCol_DockingPreview,        // Preview overlay color when about to docking something
+    ImGuiCol_DockingEmptyBg,        // Background color for empty node (e.g. CentralNode with no window docked into it)
     ImGuiCol_PlotLines,
     ImGuiCol_PlotLinesHovered,
     ImGuiCol_PlotHistogram,
@@ -1899,7 +1978,7 @@
     ImVec2      SelectableTextAlign;        // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
     ImVec2      DisplayWindowPadding;       // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
     ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
-    float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
+    float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
     bool        AntiAliasedLines;           // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
     bool        AntiAliasedLinesUseTex;     // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
     bool        AntiAliasedFill;            // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
@@ -1953,6 +2032,18 @@
     ImFont*     FontDefault;                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
     ImVec2      DisplayFramebufferScale;        // = (1, 1)         // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
 
+    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
+    bool        ConfigDockingNoSplit;           // = false          // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
+    bool        ConfigDockingWithShift;         // = false          // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
+    bool        ConfigDockingAlwaysTabBar;      // = false          // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
+    bool        ConfigDockingTransparentPayload;// = false          // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
+
+    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
+    bool        ConfigViewportsNoAutoMerge;     // = false;         // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
+    bool        ConfigViewportsNoTaskBarIcon;   // = false          // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
+    bool        ConfigViewportsNoDecoration;    // = true           // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
+    bool        ConfigViewportsNoDefaultParent; // = false          // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
+
     // Miscellaneous options
     bool        MouseDrawCursor;                // = false          // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
     bool        ConfigMacOSXBehaviors;          // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
@@ -1980,11 +2071,6 @@
     void        (*SetClipboardTextFn)(void* user_data, const char* text);
     void*       ClipboardUserData;
 
-    // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
-    // (default to use native imm32 api on Windows)
-    void        (*ImeSetInputScreenPosFn)(int x, int y);
-    void*       ImeWindowHandle;                // = NULL           // (Windows) Set this to your HWND to get automatic IME cursor positioning.
-
     //------------------------------------------------------------------
     // Input - Fill before calling NewFrame()
     //------------------------------------------------------------------
@@ -1993,6 +2079,7 @@
     bool        MouseDown[5];                   // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
     float       MouseWheel;                     // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
     float       MouseWheelH;                    // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
+    ImGuiID     MouseHoveredViewport;           // (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag, and _REGARDLESS_ of whether another viewport is focused. Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
     bool        KeyCtrl;                        // Keyboard modifier pressed: Control
     bool        KeyShift;                       // Keyboard modifier pressed: Shift
     bool        KeyAlt;                         // Keyboard modifier pressed: Alt
@@ -2121,6 +2208,27 @@
     ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
 };
 
+// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
+// Important: the content of this class is still highly WIP and likely to change and be refactored
+// before we stabilize Docking features. Please be mindful if using this.
+// Provide hints:
+// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
+// - To the platform backend for OS level parent/child relationships of viewport.
+// - To the docking system for various options and filtering.
+struct ImGuiWindowClass
+{
+    ImGuiID             ClassId;                    // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
+    ImGuiID             ParentViewportId;           // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
+    ImGuiViewportFlags  ViewportFlagsOverrideSet;   // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
+    ImGuiViewportFlags  ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
+    ImGuiTabItemFlags   TabItemFlagsOverrideSet;    // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
+    ImGuiDockNodeFlags  DockNodeFlagsOverrideSet;   // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!)
+    bool                DockingAlwaysTabBar;        // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
+    bool                DockingAllowUnclassed;      // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
+
+    ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
+};
+
 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
 struct ImGuiPayload
 {
@@ -2644,6 +2752,7 @@
     ImVec2          DisplayPos;             // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
     ImVec2          DisplaySize;            // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
     ImVec2          FramebufferScale;       // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
+    ImGuiViewport*  OwnerViewport;          // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
 
     // Functions
     ImDrawData()    { Clear(); }
@@ -2912,11 +3021,21 @@
     ImGuiViewportFlags_None                     = 0,
     ImGuiViewportFlags_IsPlatformWindow         = 1 << 0,   // Represent a Platform Window
     ImGuiViewportFlags_IsPlatformMonitor        = 1 << 1,   // Represent a Platform Monitor (unused yet)
-    ImGuiViewportFlags_OwnedByApp               = 1 << 2    // Platform Window: is created/managed by the application (rather than a dear imgui backend)
+    ImGuiViewportFlags_OwnedByApp               = 1 << 2,   // Platform Window: is created/managed by the application (rather than a dear imgui backend)
+    ImGuiViewportFlags_NoDecoration             = 1 << 3,   // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
+    ImGuiViewportFlags_NoTaskBarIcon            = 1 << 4,   // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
+    ImGuiViewportFlags_NoFocusOnAppearing       = 1 << 5,   // Platform Window: Don't take focus when created.
+    ImGuiViewportFlags_NoFocusOnClick           = 1 << 6,   // Platform Window: Don't take focus when clicked on.
+    ImGuiViewportFlags_NoInputs                 = 1 << 7,   // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
+    ImGuiViewportFlags_NoRendererClear          = 1 << 8,   // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
+    ImGuiViewportFlags_TopMost                  = 1 << 9,   // Platform Window: Display on top (for tooltips only).
+    ImGuiViewportFlags_Minimized                = 1 << 10,  // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
+    ImGuiViewportFlags_NoAutoMerge              = 1 << 11,  // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
+    ImGuiViewportFlags_CanHostOtherWindows      = 1 << 12   // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window).
 };
 
 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
-// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
+// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
 // - About Main Area vs Work Area:
 //   - Main Area = entire viewport.
@@ -2924,13 +3043,30 @@
 //   - Windows are generally trying to stay within the Work Area of their host viewport.
 struct ImGuiViewport
 {
+    ImGuiID             ID;                     // Unique identifier for the viewport
     ImGuiViewportFlags  Flags;                  // See ImGuiViewportFlags_
     ImVec2              Pos;                    // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
     ImVec2              Size;                   // Main Area: Size of the viewport.
     ImVec2              WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
     ImVec2              WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
+    float               DpiScale;               // 1.0f = 96 DPI = No extra scale.
+    ImGuiID             ParentViewportId;       // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
+    ImDrawData*         DrawData;               // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
+
+    // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
+    // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
+    // by the same system and you may not need to use all the UserData/Handle fields.
+    // The library never uses those fields, they are merely storage to facilitate backend implementation.
+    void*               RendererUserData;       // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
+    void*               PlatformUserData;       // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
+    void*               PlatformHandle;         // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
+    void*               PlatformHandleRaw;      // void* to hold lower-level, platform-native window handle (e.g. the HWND) when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
+    bool                PlatformRequestMove;    // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
+    bool                PlatformRequestResize;  // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
+    bool                PlatformRequestClose;   // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
 
     ImGuiViewport()     { memset(this, 0, sizeof(*this)); }
+    ~ImGuiViewport()    { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
 
     // Helpers
     ImVec2              GetCenter() const       { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
@@ -2938,6 +3074,128 @@
 };
 
 //-----------------------------------------------------------------------------
+// [SECTION] Platform interface for multi-viewport support
+//-----------------------------------------------------------------------------
+// [BETA] (Optional) This is completely optional, for advanced users!
+// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
+//
+// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
+// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
+// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
+//
+// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
+// See Thread https://github.com/ocornut/imgui/issues/1542 for gifs, news and questions about this evolving feature.
+//
+// About the coordinates system:
+// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
+// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
+// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
+//
+// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
+// - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// - Backend:      The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
+// - Application:  In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
+// - Application:  Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
+//
+// Steps to use multi-viewports in your application, when using a custom backend:
+// - Important:    THIS IS NOT EASY TO DO and comes with many subtleties not described here!
+//                 It's also an experimental feature, so some of the requirements may evolve.
+//                 Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
+// - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// - Backend:      Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
+//                 Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
+//                 Update ImGuiPlatformIO's Monitors list every frame.
+//                 Update MousePos every frame, in absolute coordinates.
+// - Application:  In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
+//                 You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
+// - Application:  Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
+//
+// About ImGui::RenderPlatformWindowsDefault():
+// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
+// - You can check its simple source code to understand what it does.
+//   It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
+//     Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
+//   Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
+// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
+//   you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
+//   You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
+//   or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
+//-----------------------------------------------------------------------------
+
+// (Optional) Access via ImGui::GetPlatformIO()
+struct ImGuiPlatformIO
+{
+    //------------------------------------------------------------------
+    // Input - Backend interface/functions + Monitor List
+    //------------------------------------------------------------------
+
+    // (Optional) Platform functions (e.g. Win32, GLFW, SDL2)
+    // For reference, the second column shows which function are generally calling the Platform Functions:
+    //   N = ImGui::NewFrame()                        ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
+    //   F = ImGui::Begin(), ImGui::EndFrame()        ~ during the dear imgui frame
+    //   U = ImGui::UpdatePlatformWindows()           ~ after the dear imgui frame: create and update all platform/OS windows
+    //   R = ImGui::RenderPlatformWindowsDefault()    ~ render
+    //   D = ImGui::DestroyPlatformWindows()          ~ shutdown
+    // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
+    //
+    // The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer.
+    // Custom engine backends will often provide both Platform and Renderer interfaces and so may not need to use all functions.
+    // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way.
+
+    // Platform function --------------------------------------------------- Called by -----
+    void    (*Platform_CreateWindow)(ImGuiViewport* vp);                    // . . U . .  // Create a new platform window for the given viewport
+    void    (*Platform_DestroyWindow)(ImGuiViewport* vp);                   // N . U . D  //
+    void    (*Platform_ShowWindow)(ImGuiViewport* vp);                      // . . U . .  // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
+    void    (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos);        // . . U . .  // Set platform window position (given the upper-left corner of client area)
+    ImVec2  (*Platform_GetWindowPos)(ImGuiViewport* vp);                    // N . . . .  //
+    void    (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);      // . . U . .  // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
+    ImVec2  (*Platform_GetWindowSize)(ImGuiViewport* vp);                   // N . . . .  // Get platform window client area size
+    void    (*Platform_SetWindowFocus)(ImGuiViewport* vp);                  // N . . . .  // Move window to front and set input focus
+    bool    (*Platform_GetWindowFocus)(ImGuiViewport* vp);                  // . . U . .  //
+    bool    (*Platform_GetWindowMinimized)(ImGuiViewport* vp);              // N . . . .  // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
+    void    (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . .  // Set platform window title (given an UTF-8 string)
+    void    (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha);     // . . U . .  // (Optional) Setup global transparency (not per-pixel transparency)
+    void    (*Platform_UpdateWindow)(ImGuiViewport* vp);                    // . . U . .  // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
+    void    (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg);  // . . . R .  // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
+    void    (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg);   // . . . R .  // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
+    float   (*Platform_GetWindowDpiScale)(ImGuiViewport* vp);               // N . . . .  // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
+    void    (*Platform_OnChangedViewport)(ImGuiViewport* vp);               // . F . . .  // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
+    void    (*Platform_SetImeInputPos)(ImGuiViewport* vp, ImVec2 pos);      // . F . . .  // (Optional) Set IME (Input Method Editor, e.g. for Asian languages) input position, so text preview appears over the imgui input box. FIXME: The call timing of this is inconsistent because we want to support without multi-viewports.
+    int     (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
+
+    // (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan)
+    void    (*Renderer_CreateWindow)(ImGuiViewport* vp);                    // . . U . .  // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
+    void    (*Renderer_DestroyWindow)(ImGuiViewport* vp);                   // N . U . D  // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
+    void    (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);      // . . U . .  // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
+    void    (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg);  // . . . R .  // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
+    void    (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg);   // . . . R .  // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
+
+    // (Optional) Monitor list
+    // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
+    // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
+    ImVector<ImGuiPlatformMonitor>  Monitors;
+
+    //------------------------------------------------------------------
+    // Output - List of viewports to render into platform windows
+    //------------------------------------------------------------------
+
+    // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
+    // (in the future we will attempt to organize this feature to remove the need for a "main viewport")
+    ImVector<ImGuiViewport*>        Viewports;                              // Main viewports, followed by all secondary viewports.
+    ImGuiPlatformIO()               { memset(this, 0, sizeof(*this)); }     // Zero clear
+};
+
+// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
+// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
+struct ImGuiPlatformMonitor
+{
+    ImVec2  MainPos, MainSize;      // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
+    ImVec2  WorkPos, WorkSize;      // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
+    float   DpiScale;               // 1.0f = 96 DPI
+    ImGuiPlatformMonitor()          { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; }
+};
+
+//-----------------------------------------------------------------------------
 // [SECTION] Obsolete functions and types
 // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
 // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index 24e1da9..f66a81b 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -67,6 +67,7 @@
 // [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()
 // [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles()
 // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
+// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace()
 // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
 
 */
@@ -170,6 +171,7 @@
 #if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
 
 // Forward Declarations
+static void ShowExampleAppDockSpace(bool* p_open);
 static void ShowExampleAppDocuments(bool* p_open);
 static void ShowExampleAppMainMenuBar();
 static void ShowExampleAppConsole(bool* p_open);
@@ -200,6 +202,16 @@
     }
 }
 
+static void ShowDockingDisabledMessage()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration.");
+    ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or ");
+    ImGui::SameLine(0.0f, 0.0f);
+    if (ImGui::SmallButton("click here"))
+        io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
+}
+
 // Helper to wire demo markers located in code to a interactive browser
 typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data);
 extern ImGuiDemoMarkerCallback  GImGuiDemoMarkerCallback;
@@ -271,6 +283,7 @@
 
     // Examples Apps (accessible from the "Examples" menu)
     static bool show_app_main_menu_bar = false;
+    static bool show_app_dockspace = false;
     static bool show_app_documents = false;
 
     static bool show_app_console = false;
@@ -286,7 +299,8 @@
     static bool show_app_custom_rendering = false;
 
     if (show_app_main_menu_bar)       ShowExampleAppMainMenuBar();
-    if (show_app_documents)           ShowExampleAppDocuments(&show_app_documents);
+    if (show_app_dockspace)           ShowExampleAppDockSpace(&show_app_dockspace);     // Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function)
+    if (show_app_documents)           ShowExampleAppDocuments(&show_app_documents);     // Process the Document app next, as it may also use a DockSpace()
 
     if (show_app_console)             ShowExampleAppConsole(&show_app_console);
     if (show_app_log)                 ShowExampleAppLog(&show_app_log);
@@ -327,6 +341,7 @@
     static bool no_nav = false;
     static bool no_background = false;
     static bool no_bring_to_front = false;
+    static bool no_docking = false;
     static bool unsaved_document = false;
 
     ImGuiWindowFlags window_flags = 0;
@@ -339,6 +354,7 @@
     if (no_nav)             window_flags |= ImGuiWindowFlags_NoNav;
     if (no_background)      window_flags |= ImGuiWindowFlags_NoBackground;
     if (no_bring_to_front)  window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;
+    if (no_docking)         window_flags |= ImGuiWindowFlags_NoDocking;
     if (unsaved_document)   window_flags |= ImGuiWindowFlags_UnsavedDocument;
     if (no_close)           p_open = NULL; // Don't pass our bool* to Begin
 
@@ -388,6 +404,7 @@
             ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen);
             ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles);
             ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);
+            ImGui::MenuItem("Dockspace", NULL, &show_app_dockspace);
             ImGui::MenuItem("Documents", NULL, &show_app_documents);
             ImGui::EndMenu();
         }
@@ -459,6 +476,43 @@
             }
             ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
             ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");
+
+            ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable);
+            ImGui::SameLine();
+            if (io.ConfigDockingWithShift)
+                HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).");
+            else
+                HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).");
+            if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
+            {
+                ImGui::Indent();
+                ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit);
+                ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.");
+                ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift);
+                ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)");
+                ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar);
+                ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows.");
+                ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload);
+                ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.");
+                ImGui::Unindent();
+            }
+
+            ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable);
+            ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details.");
+            if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+            {
+                ImGui::Indent();
+                ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge);
+                ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it.");
+                ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon);
+                ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away).");
+                ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration);
+                ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away).");
+                ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent);
+                ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away).");
+                ImGui::Unindent();
+            }
+
             ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
             ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)");
             ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
@@ -482,10 +536,13 @@
 
             // Make a local copy to avoid modifying actual backend flags.
             ImGuiBackendFlags backend_flags = io.BackendFlags;
-            ImGui::CheckboxFlags("io.BackendFlags: HasGamepad",           &backend_flags, ImGuiBackendFlags_HasGamepad);
-            ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors",      &backend_flags, ImGuiBackendFlags_HasMouseCursors);
-            ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos",       &backend_flags, ImGuiBackendFlags_HasSetMousePos);
-            ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
+            ImGui::CheckboxFlags("io.BackendFlags: HasGamepad",             &backend_flags, ImGuiBackendFlags_HasGamepad);
+            ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors",        &backend_flags, ImGuiBackendFlags_HasMouseCursors);
+            ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos",         &backend_flags, ImGuiBackendFlags_HasSetMousePos);
+            ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports",   &backend_flags, ImGuiBackendFlags_PlatformHasViewports);
+            ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&backend_flags, ImGuiBackendFlags_HasMouseHoveredViewport);
+            ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset",   &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
+            ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports",   &backend_flags, ImGuiBackendFlags_RendererHasViewports);
             ImGui::TreePop();
             ImGui::Separator();
         }
@@ -534,6 +591,7 @@
             ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav);
             ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background);
             ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front);
+            ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking);
             ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document);
             ImGui::EndTable();
         }
@@ -2388,18 +2446,24 @@
             "IsWindowFocused() = %d\n"
             "IsWindowFocused(_ChildWindows) = %d\n"
             "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"
+            "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n"
             "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
             "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n"
             "IsWindowFocused(_RootWindow) = %d\n"
             "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n"
             "IsWindowFocused(_AnyWindow) = %d\n",
             ImGui::IsWindowFocused(),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
 
         // Testing IsWindowHovered() function with its various flags.
@@ -2409,10 +2473,13 @@
             "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
             "IsWindowHovered(_ChildWindows) = %d\n"
             "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"
+            "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n"
             "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
             "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n"
             "IsWindowHovered(_RootWindow) = %d\n"
             "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n"
             "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
             "IsWindowHovered(_AnyWindow) = %d\n",
             ImGui::IsWindowHovered(),
@@ -2420,10 +2487,13 @@
             ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow));
 
@@ -2435,10 +2505,13 @@
 
         // Calling IsItemHovered() after begin returns the hovered status of the title bar.
         // This is useful in particular if you want to create a context menu associated to the title bar of a window.
+        // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties).
         static bool test_window = false;
         ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
         if (test_window)
         {
+            // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck.
+            // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"?
             ImGui::Begin("Title bar Hovered/Active tests", &test_window);
             if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()
             {
@@ -5940,6 +6013,12 @@
 #ifdef __clang_version__
         ImGui::Text("define: __clang_version__=%s", __clang_version__);
 #endif
+#ifdef IMGUI_HAS_VIEWPORT
+        ImGui::Text("define: IMGUI_HAS_VIEWPORT");
+#endif
+#ifdef IMGUI_HAS_DOCK
+        ImGui::Text("define: IMGUI_HAS_DOCK");
+#endif
         ImGui::Separator();
         ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
         ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL");
@@ -5950,7 +6029,19 @@
         if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)     ImGui::Text(" NavNoCaptureKeyboard");
         if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)                  ImGui::Text(" NoMouse");
         if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)      ImGui::Text(" NoMouseCursorChange");
+        if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)            ImGui::Text(" DockingEnable");
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)          ImGui::Text(" ViewportsEnable");
+        if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)  ImGui::Text(" DpiEnableScaleViewports");
+        if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts)      ImGui::Text(" DpiEnableScaleFonts");
         if (io.MouseDrawCursor)                                         ImGui::Text("io.MouseDrawCursor");
+        if (io.ConfigViewportsNoAutoMerge)                              ImGui::Text("io.ConfigViewportsNoAutoMerge");
+        if (io.ConfigViewportsNoTaskBarIcon)                            ImGui::Text("io.ConfigViewportsNoTaskBarIcon");
+        if (io.ConfigViewportsNoDecoration)                             ImGui::Text("io.ConfigViewportsNoDecoration");
+        if (io.ConfigViewportsNoDefaultParent)                          ImGui::Text("io.ConfigViewportsNoDefaultParent");
+        if (io.ConfigDockingNoSplit)                                    ImGui::Text("io.ConfigDockingNoSplit");
+        if (io.ConfigDockingWithShift)                                  ImGui::Text("io.ConfigDockingWithShift");
+        if (io.ConfigDockingAlwaysTabBar)                               ImGui::Text("io.ConfigDockingAlwaysTabBar");
+        if (io.ConfigDockingTransparentPayload)                         ImGui::Text("io.ConfigDockingTransparentPayload");
         if (io.ConfigMacOSXBehaviors)                                   ImGui::Text("io.ConfigMacOSXBehaviors");
         if (io.ConfigInputTextCursorBlink)                              ImGui::Text("io.ConfigInputTextCursorBlink");
         if (io.ConfigWindowsResizeFromEdges)                            ImGui::Text("io.ConfigWindowsResizeFromEdges");
@@ -5960,7 +6051,10 @@
         if (io.BackendFlags & ImGuiBackendFlags_HasGamepad)             ImGui::Text(" HasGamepad");
         if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)        ImGui::Text(" HasMouseCursors");
         if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)         ImGui::Text(" HasSetMousePos");
+        if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)   ImGui::Text(" PlatformHasViewports");
+        if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport");
         if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)   ImGui::Text(" RendererHasVtxOffset");
+        if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports)   ImGui::Text(" RendererHasViewports");
         ImGui::Separator();
         ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
         ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
@@ -7200,6 +7294,8 @@
     if (ImGui::Begin("Example: Constrained Resize", p_open, flags))
     {
         IMGUI_DEMO_MARKER("Examples/Constrained Resizing window");
+        if (ImGui::IsWindowDocked())
+            ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!");
         if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
         if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
         if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
@@ -7224,7 +7320,7 @@
 {
     static int corner = 0;
     ImGuiIO& io = ImGui::GetIO();
-    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
     if (corner != -1)
     {
         const float PAD = 10.0f;
@@ -7237,6 +7333,7 @@
         window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f;
         window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f;
         ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
+        ImGui::SetNextWindowViewport(viewport->ID);
         window_flags |= ImGuiWindowFlags_NoMove;
     }
     ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
@@ -7578,6 +7675,131 @@
 }
 
 //-----------------------------------------------------------------------------
+// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace()
+//-----------------------------------------------------------------------------
+
+// Demonstrate using DockSpace() to create an explicit docking node within an existing window.
+// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
+// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
+// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
+// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking.
+// About dockspaces:
+// - Use DockSpace() to create an explicit dock node _within_ an existing window.
+// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport.
+//   This is often used with ImGuiDockNodeFlags_PassthruCentralNode.
+// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*)
+// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
+//   e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
+// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node,
+// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create
+// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use.
+void ShowExampleAppDockSpace(bool* p_open)
+{
+    // If you strip some features of, this demo is pretty much equivalent to calling DockSpaceOverViewport()!
+    // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below!
+    // In this specific demo, we are not using DockSpaceOverViewport() because:
+    // - we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false)
+    // - we allow the host window to have padding (when opt_padding == true)
+    // - we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() in your code!)
+    // TL;DR; this demo is more complicated than what you would normally use.
+    // If we removed all the options we are showcasing, this demo would become:
+    //     void ShowExampleAppDockSpace()
+    //     {
+    //         ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
+    //     }
+
+    static bool opt_fullscreen = true;
+    static bool opt_padding = false;
+    static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None;
+
+    // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into,
+    // because it would be confusing to have two docking targets within each others.
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
+    if (opt_fullscreen)
+    {
+        const ImGuiViewport* viewport = ImGui::GetMainViewport();
+        ImGui::SetNextWindowPos(viewport->WorkPos);
+        ImGui::SetNextWindowSize(viewport->WorkSize);
+        ImGui::SetNextWindowViewport(viewport->ID);
+        ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+        ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
+        window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
+        window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
+    }
+    else
+    {
+        dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode;
+    }
+
+    // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background
+    // and handle the pass-thru hole, so we ask Begin() to not render a background.
+    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
+        window_flags |= ImGuiWindowFlags_NoBackground;
+
+    // Important: note that we proceed even if Begin() returns false (aka window is collapsed).
+    // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive,
+    // all active windows docked into it will lose their parent and become undocked.
+    // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise
+    // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible.
+    if (!opt_padding)
+        ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
+    ImGui::Begin("DockSpace Demo", p_open, window_flags);
+    if (!opt_padding)
+        ImGui::PopStyleVar();
+
+    if (opt_fullscreen)
+        ImGui::PopStyleVar(2);
+
+    // Submit the DockSpace
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
+    {
+        ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
+        ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
+    }
+    else
+    {
+        ShowDockingDisabledMessage();
+    }
+
+    if (ImGui::BeginMenuBar())
+    {
+        if (ImGui::BeginMenu("Options"))
+        {
+            // Disabling fullscreen would allow the window to be moved to the front of other windows,
+            // which we can't undo at the moment without finer window depth/z control.
+            ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen);
+            ImGui::MenuItem("Padding", NULL, &opt_padding);
+            ImGui::Separator();
+
+            if (ImGui::MenuItem("Flag: NoSplit",                "", (dockspace_flags & ImGuiDockNodeFlags_NoSplit) != 0))                 { dockspace_flags ^= ImGuiDockNodeFlags_NoSplit; }
+            if (ImGui::MenuItem("Flag: NoResize",               "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0))                { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; }
+            if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0))  { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode; }
+            if (ImGui::MenuItem("Flag: AutoHideTabBar",         "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0))          { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; }
+            if (ImGui::MenuItem("Flag: PassthruCentralNode",    "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; }
+            ImGui::Separator();
+
+            if (ImGui::MenuItem("Close", NULL, false, p_open != NULL))
+                *p_open = false;
+            ImGui::EndMenu();
+        }
+        HelpMarker(
+            "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n"
+            "- Drag from window title bar or their tab to dock/undock." "\n"
+            "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n"
+            "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n"
+            "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n"
+            "This demo app has nothing to do with enabling docking!" "\n\n"
+            "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n"
+            "Read comments in ShowExampleAppDockSpace() for more details.");
+
+        ImGui::EndMenuBar();
+    }
+
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
 // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
 //-----------------------------------------------------------------------------
 
@@ -7676,11 +7898,25 @@
     static ExampleAppDocuments app;
 
     // Options
+    enum Target
+    {
+        Target_None,
+        Target_Tab,                 // Create documents as local tab into a local tab bar
+        Target_DockSpaceAndWindow   // Create documents as regular windows, and create an embedded dockspace
+    };
+    static Target opt_target = Target_Tab;
     static bool opt_reorderable = true;
     static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;
 
+    // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant")
+    // that we emit gets docked into the same spot as the parent window ("Example: Documents").
+    // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab
+    // not visible, which in turn would stop submitting the "Eggplant" window.
+    // We avoid this problem by submitting our documents window even if our parent window is not currently visible.
+    // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking.
+
     bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar);
-    if (!window_contents_visible)
+    if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow)
     {
         ImGui::End();
         return;
@@ -7727,6 +7963,12 @@
                 doc->DoForceClose();
         ImGui::PopID();
     }
+    ImGui::PushItemWidth(ImGui::GetFontSize() * 12);
+    ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0");
+    ImGui::PopItemWidth();
+    bool redock_all = false;
+    if (opt_target == Target_Tab)                { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); }
+    if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); }
 
     ImGui::Separator();
 
@@ -7740,7 +7982,8 @@
     //   hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window.
     //   The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole.
 
-    // Submit Tab Bar and Tabs
+    // Tabs
+    if (opt_target == Target_Tab)
     {
         ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0);
         if (ImGui::BeginTabBar("##tabs", tab_bar_flags))
@@ -7780,6 +8023,53 @@
             ImGui::EndTabBar();
         }
     }
+    else if (opt_target == Target_DockSpaceAndWindow)
+    {
+        if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable)
+        {
+            NotifyOfDocumentsClosedElsewhere(app);
+
+            // Create a DockSpace node where any window can be docked
+            ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
+            ImGui::DockSpace(dockspace_id);
+
+            // Create Windows
+            for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
+            {
+                MyDocument* doc = &app.Documents[doc_n];
+                if (!doc->Open)
+                    continue;
+
+                ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver);
+                ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0);
+                bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags);
+
+                // Cancel attempt to close when unsaved add to save queue so we can display a popup.
+                if (!doc->Open && doc->Dirty)
+                {
+                    doc->Open = true;
+                    doc->DoQueueClose();
+                }
+
+                MyDocument::DisplayContextMenu(doc);
+                if (visible)
+                    MyDocument::DisplayContents(doc);
+
+                ImGui::End();
+            }
+        }
+        else
+        {
+            ShowDockingDisabledMessage();
+        }
+    }
+
+    // Early out other contents
+    if (!window_contents_visible)
+    {
+        ImGui::End();
+        return;
+    }
 
     // Update closing queue
     static ImVector<MyDocument*> close_queue;
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index 423f8cd..cead9c9 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -230,6 +230,8 @@
     colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
     colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
     colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);
+    colors[ImGuiCol_DockingPreview]         = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
+    colors[ImGuiCol_DockingEmptyBg]         = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
     colors[ImGuiCol_PlotLines]              = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
     colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
     colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@@ -290,6 +292,8 @@
     colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
     colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
     colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);
+    colors[ImGuiCol_DockingPreview]         = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
+    colors[ImGuiCol_DockingEmptyBg]         = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
     colors[ImGuiCol_PlotLines]              = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
     colors[ImGuiCol_PlotLinesHovered]       = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
     colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@@ -351,6 +355,8 @@
     colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
     colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
     colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);
+    colors[ImGuiCol_DockingPreview]         = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
+    colors[ImGuiCol_DockingEmptyBg]         = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
     colors[ImGuiCol_PlotLines]              = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
     colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
     colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@@ -406,6 +412,8 @@
     IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
     IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
     IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
+    if (_Splitter._Count > 1)
+        _Splitter.Merge(this);
 
     CmdBuffer.resize(0);
     IdxBuffer.resize(0);
@@ -3735,6 +3743,7 @@
 // - RenderBullet()
 // - RenderCheckMark()
 // - RenderMouseCursor()
+// - RenderArrowDockMenu()
 // - RenderArrowPointingAt()
 // - RenderRectFilledRangeH()
 // - RenderRectFilledWithHole()
@@ -3829,6 +3838,14 @@
     }
 }
 
+// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality,
+// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window.
+void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col)
+{
+    draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col);
+    RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col);
+}
+
 static inline float ImAcos01(float x)
 {
     if (x <= 0.0f) return IM_PI * 0.5f;
@@ -3914,6 +3931,17 @@
     if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight);
 }
 
+ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold)
+{
+    bool round_l = r_in.Min.x <= r_outer.Min.x + threshold;
+    bool round_r = r_in.Max.x >= r_outer.Max.x - threshold;
+    bool round_t = r_in.Min.y <= r_outer.Min.y + threshold;
+    bool round_b = r_in.Max.y >= r_outer.Max.y - threshold;
+    return ImDrawFlags_RoundCornersNone
+        | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0)
+        | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0);
+}
+
 // Helper for ColorPicker4()
 // NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
 // Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
diff --git a/imgui_internal.h b/imgui_internal.h
index b727ef6..bd40502 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -117,6 +117,10 @@
 struct ImGuiContext;                // Main Dear ImGui context
 struct ImGuiContextHook;            // Hook for extensions like ImGuiTestEngine
 struct ImGuiDataTypeInfo;           // Type information associated to a ImGuiDataType enum
+struct ImGuiDockContext;            // Docking system context
+struct ImGuiDockRequest;            // Docking system dock/undock queued request
+struct ImGuiDockNode;               // Docking system node (hold a list of Windows OR two child dock nodes)
+struct ImGuiDockNodeSettings;       // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session)
 struct ImGuiGroupData;              // Stacked storage data for BeginGroup()/EndGroup()
 struct ImGuiInputTextState;         // Internal state of the currently focused/edited text input box
 struct ImGuiLastItemData;           // Status storage for last submitted items
@@ -143,6 +147,7 @@
 struct ImGuiWindowSettings;         // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
 
 // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
+typedef int ImGuiDataAuthority;         // -> enum ImGuiDataAuthority_      // Enum: for storing the source authority (dock node vs window) of a field
 typedef int ImGuiLayoutType;            // -> enum ImGuiLayoutType_         // Enum: Horizontal or vertical
 typedef int ImGuiActivateFlags;         // -> enum ImGuiActivateFlags_      // Flags: for navigation/focus function (will be for ActivateItem() later)
 typedef int ImGuiItemFlags;             // -> enum ImGuiItemFlags_          // Flags: for PushItemFlag()
@@ -191,6 +196,9 @@
 // [SECTION] Macros
 //-----------------------------------------------------------------------------
 
+// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui.
+#define IMGUI_PAYLOAD_TYPE_WINDOW       "_IMWINDOW"     // Payload == ImGuiWindow*
+
 // Debug Logging
 #ifndef IMGUI_DEBUG_LOG
 #define IMGUI_DEBUG_LOG(_FMT,...)       printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
@@ -199,8 +207,12 @@
 // Debug Logging for selected systems. Remove the '((void)0) //' to enable.
 //#define IMGUI_DEBUG_LOG_POPUP         IMGUI_DEBUG_LOG // Enable log
 //#define IMGUI_DEBUG_LOG_NAV           IMGUI_DEBUG_LOG // Enable log
+//#define IMGUI_DEBUG_LOG_VIEWPORT      IMGUI_DEBUG_LOG // Enable log
+//#define IMGUI_DEBUG_LOG_DOCKING       IMGUI_DEBUG_LOG // Enable log
 #define IMGUI_DEBUG_LOG_POPUP(...)      ((void)0)       // Disable log
 #define IMGUI_DEBUG_LOG_NAV(...)        ((void)0)       // Disable log
+#define IMGUI_DEBUG_LOG_VIEWPORT(...)   ((void)0)       // Disable log
+#define IMGUI_DEBUG_LOG_DOCKING(...)    ((void)0)       // Disable log
 
 // Static Asserts
 #if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100)
@@ -1076,7 +1088,10 @@
     ImGuiNextWindowDataFlags_HasSizeConstraint  = 1 << 4,
     ImGuiNextWindowDataFlags_HasFocus           = 1 << 5,
     ImGuiNextWindowDataFlags_HasBgAlpha         = 1 << 6,
-    ImGuiNextWindowDataFlags_HasScroll          = 1 << 7
+    ImGuiNextWindowDataFlags_HasScroll          = 1 << 7,
+    ImGuiNextWindowDataFlags_HasViewport        = 1 << 8,
+    ImGuiNextWindowDataFlags_HasDock            = 1 << 9,
+    ImGuiNextWindowDataFlags_HasWindowClass     = 1 << 10
 };
 
 // Storage for SetNexWindow** functions
@@ -1086,16 +1101,21 @@
     ImGuiCond                   PosCond;
     ImGuiCond                   SizeCond;
     ImGuiCond                   CollapsedCond;
+    ImGuiCond                   DockCond;
     ImVec2                      PosVal;
     ImVec2                      PosPivotVal;
     ImVec2                      SizeVal;
     ImVec2                      ContentSizeVal;
     ImVec2                      ScrollVal;
+    bool                        PosUndock;
     bool                        CollapsedVal;
     ImRect                      SizeConstraintRect;
     ImGuiSizeCallback           SizeCallback;
     void*                       SizeCallbackUserData;
     float                       BgAlphaVal;             // Override background alpha
+    ImGuiID                     ViewportId;
+    ImGuiID                     DockId;
+    ImGuiWindowClass            WindowClass;
     ImVec2                      MenuBarOffsetMinVal;    // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)
 
     ImGuiNextWindowData()       { memset(this, 0, sizeof(*this)); }
@@ -1357,7 +1377,140 @@
 //-----------------------------------------------------------------------------
 
 #ifdef IMGUI_HAS_DOCK
-// <this is filled in 'docking' branch>
+
+// Extend ImGuiDockNodeFlags_
+enum ImGuiDockNodeFlagsPrivate_
+{
+    // [Internal]
+    ImGuiDockNodeFlags_DockSpace                = 1 << 10,  // Local, Saved  // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window.
+    ImGuiDockNodeFlags_CentralNode              = 1 << 11,  // Local, Saved  // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor.
+    ImGuiDockNodeFlags_NoTabBar                 = 1 << 12,  // Local, Saved  // Tab bar is completely unavailable. No triangle in the corner to enable it back.
+    ImGuiDockNodeFlags_HiddenTabBar             = 1 << 13,  // Local, Saved  // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar)
+    ImGuiDockNodeFlags_NoWindowMenuButton       = 1 << 14,  // Local, Saved  // Disable window/docking menu (that one that appears instead of the collapse button)
+    ImGuiDockNodeFlags_NoCloseButton            = 1 << 15,  // Local, Saved  //
+    ImGuiDockNodeFlags_NoDocking                = 1 << 16,  // Local, Saved  // Disable any form of docking in this dockspace or individual node. (On a whole dockspace, this pretty much defeat the purpose of using a dockspace at all). Note: when turned on, existing docked nodes will be preserved.
+    ImGuiDockNodeFlags_NoDockingSplitMe         = 1 << 17,  // [EXPERIMENTAL] Prevent another window/node from splitting this node.
+    ImGuiDockNodeFlags_NoDockingSplitOther      = 1 << 18,  // [EXPERIMENTAL] Prevent this node from splitting another window/node.
+    ImGuiDockNodeFlags_NoDockingOverMe          = 1 << 19,  // [EXPERIMENTAL] Prevent another window/node to be docked over this node.
+    ImGuiDockNodeFlags_NoDockingOverOther       = 1 << 20,  // [EXPERIMENTAL] Prevent this node to be docked over another window or non-empty node.
+    ImGuiDockNodeFlags_NoDockingOverEmpty       = 1 << 21,  // [EXPERIMENTAL] Prevent this node to be docked over an empty node (e.g. DockSpace with no other windows)
+    ImGuiDockNodeFlags_NoResizeX                = 1 << 22,  // [EXPERIMENTAL]
+    ImGuiDockNodeFlags_NoResizeY                = 1 << 23,  // [EXPERIMENTAL]
+    ImGuiDockNodeFlags_SharedFlagsInheritMask_  = ~0,
+    ImGuiDockNodeFlags_NoResizeFlagsMask_       = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY,
+    ImGuiDockNodeFlags_LocalFlagsMask_          = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking,
+    ImGuiDockNodeFlags_LocalFlagsTransferMask_  = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace,  // When splitting those flags are moved to the inheriting child, never duplicated
+    ImGuiDockNodeFlags_SavedFlagsMask_          = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking
+};
+
+// Store the source authority (dock node vs window) of a field
+enum ImGuiDataAuthority_
+{
+    ImGuiDataAuthority_Auto,
+    ImGuiDataAuthority_DockNode,
+    ImGuiDataAuthority_Window
+};
+
+enum ImGuiDockNodeState
+{
+    ImGuiDockNodeState_Unknown,
+    ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow,
+    ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing,
+    ImGuiDockNodeState_HostWindowVisible
+};
+
+// sizeof() 156~192
+struct IMGUI_API ImGuiDockNode
+{
+    ImGuiID                 ID;
+    ImGuiDockNodeFlags      SharedFlags;                // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node)
+    ImGuiDockNodeFlags      LocalFlags;                 // (Write) Flags specific to this node
+    ImGuiDockNodeFlags      LocalFlagsInWindows;        // (Write) Flags specific to this node, applied from windows
+    ImGuiDockNodeFlags      MergedFlags;                // (Read)  Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows)
+    ImGuiDockNodeState      State;
+    ImGuiDockNode*          ParentNode;
+    ImGuiDockNode*          ChildNodes[2];              // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array.
+    ImVector<ImGuiWindow*>  Windows;                    // Note: unordered list! Iterate TabBar->Tabs for user-order.
+    ImGuiTabBar*            TabBar;
+    ImVec2                  Pos;                        // Current position
+    ImVec2                  Size;                       // Current size
+    ImVec2                  SizeRef;                    // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size.
+    ImGuiAxis               SplitAxis;                  // [Split node only] Split axis (X or Y)
+    ImGuiWindowClass        WindowClass;                // [Root node only]
+    ImU32                   LastBgColor;
+
+    ImGuiWindow*            HostWindow;
+    ImGuiWindow*            VisibleWindow;              // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window.
+    ImGuiDockNode*          CentralNode;                // [Root node only] Pointer to central node.
+    ImGuiDockNode*          OnlyNodeWithWindows;        // [Root node only] Set when there is a single visible node within the hierarchy.
+    int                     CountNodeWithWindows;       // [Root node only]
+    int                     LastFrameAlive;             // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly
+    int                     LastFrameActive;            // Last frame number the node was updated.
+    int                     LastFrameFocused;           // Last frame number the node was focused.
+    ImGuiID                 LastFocusedNodeId;          // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused.
+    ImGuiID                 SelectedTabId;              // [Leaf node only] Which of our tab/window is selected.
+    ImGuiID                 WantCloseTabId;             // [Leaf node only] Set when closing a specific tab/window.
+    ImGuiDataAuthority      AuthorityForPos         :3;
+    ImGuiDataAuthority      AuthorityForSize        :3;
+    ImGuiDataAuthority      AuthorityForViewport    :3;
+    bool                    IsVisible               :1; // Set to false when the node is hidden (usually disabled as it has no active window)
+    bool                    IsFocused               :1;
+    bool                    IsBgDrawnThisFrame      :1;
+    bool                    HasCloseButton          :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one.
+    bool                    HasWindowMenuButton     :1;
+    bool                    HasCentralNodeChild     :1;
+    bool                    WantCloseAll            :1; // Set when closing all tabs at once.
+    bool                    WantLockSizeOnce        :1;
+    bool                    WantMouseMove           :1; // After a node extraction we need to transition toward moving the newly created host window
+    bool                    WantHiddenTabBarUpdate  :1;
+    bool                    WantHiddenTabBarToggle  :1;
+
+    ImGuiDockNode(ImGuiID id);
+    ~ImGuiDockNode();
+    bool                    IsRootNode() const      { return ParentNode == NULL; }
+    bool                    IsDockSpace() const     { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; }
+    bool                    IsFloatingNode() const  { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; }
+    bool                    IsCentralNode() const   { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; }
+    bool                    IsHiddenTabBar() const  { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle
+    bool                    IsNoTabBar() const      { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; }     // Never show a tab bar
+    bool                    IsSplitNode() const     { return ChildNodes[0] != NULL; }
+    bool                    IsLeafNode() const      { return ChildNodes[0] == NULL; }
+    bool                    IsEmpty() const         { return ChildNodes[0] == NULL && Windows.Size == 0; }
+    ImRect                  Rect() const            { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
+
+    void                    SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); }
+    void                    UpdateMergedFlags()     { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; }
+};
+
+// List of colors that are stored at the time of Begin() into Docked Windows.
+// We currently store the packed colors in a simple array window->DockStyle.Colors[].
+// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow,
+// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame.
+enum ImGuiWindowDockStyleCol
+{
+    ImGuiWindowDockStyleCol_Text,
+    ImGuiWindowDockStyleCol_Tab,
+    ImGuiWindowDockStyleCol_TabHovered,
+    ImGuiWindowDockStyleCol_TabActive,
+    ImGuiWindowDockStyleCol_TabUnfocused,
+    ImGuiWindowDockStyleCol_TabUnfocusedActive,
+    ImGuiWindowDockStyleCol_COUNT
+};
+
+struct ImGuiWindowDockStyle
+{
+    ImU32 Colors[ImGuiWindowDockStyleCol_COUNT];
+};
+
+struct ImGuiDockContext
+{
+    ImGuiStorage                    Nodes;          // Map ID -> ImGuiDockNode*: Active nodes
+    ImVector<ImGuiDockRequest>      Requests;
+    ImVector<ImGuiDockNodeSettings> NodesSettings;
+    bool                            WantFullRebuild;
+    ImGuiDockContext()              { memset(this, 0, sizeof(*this)); }
+};
+
 #endif // #ifdef IMGUI_HAS_DOCK
 
 //-----------------------------------------------------------------------------
@@ -1368,18 +1521,31 @@
 // Every instance of ImGuiViewport is in fact a ImGuiViewportP.
 struct ImGuiViewportP : public ImGuiViewport
 {
+    int                 Idx;
+    int                 LastFrameActive;        // Last frame number this viewport was activated by a window
+    int                 LastFrontMostStampCount;// Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order
+    ImGuiID             LastNameHash;
+    ImVec2              LastPos;
+    float               Alpha;                  // Window opacity (when dragging dockable windows/viewports we make them transparent)
+    float               LastAlpha;
+    short               PlatformMonitor;
+    bool                PlatformWindowCreated;
+    ImGuiWindow*        Window;                 // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set)
     int                 DrawListsLastFrame[2];  // Last frame number the background (0) and foreground (1) draw lists were used
     ImDrawList*         DrawLists[2];           // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
     ImDrawData          DrawDataP;
     ImDrawDataBuilder   DrawDataBuilder;
-
+    ImVec2              LastPlatformPos;
+    ImVec2              LastPlatformSize;
+    ImVec2              LastRendererSize;
     ImVec2              WorkOffsetMin;          // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
     ImVec2              WorkOffsetMax;          // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
     ImVec2              BuildWorkOffsetMin;     // Work Area: Offset being built during current frame. Generally >= 0.0f.
     ImVec2              BuildWorkOffsetMax;     // Work Area: Offset being built during current frame. Generally <= 0.0f.
 
-    ImGuiViewportP()    { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; }
-    ~ImGuiViewportP()   { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
+    ImGuiViewportP()                    { Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
+    ~ImGuiViewportP()                   { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
+    void    ClearRequestFlags()         { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
 
     // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
     ImVec2  CalcWorkRectPos(const ImVec2& off_min) const                            { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); }
@@ -1402,12 +1568,17 @@
 struct ImGuiWindowSettings
 {
     ImGuiID     ID;
-    ImVec2ih    Pos;
+    ImVec2ih    Pos;            // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions.
     ImVec2ih    Size;
+    ImVec2ih    ViewportPos;
+    ImGuiID     ViewportId;
+    ImGuiID     DockId;         // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none.
+    ImGuiID     ClassId;        // ID of window class if specified
+    short       DockOrder;      // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
     bool        Collapsed;
     bool        WantApply;      // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
 
-    ImGuiWindowSettings()       { memset(this, 0, sizeof(*this)); }
+    ImGuiWindowSettings()       { memset(this, 0, sizeof(*this)); DockOrder = -1; }
     char* GetName()             { return (char*)(this + 1); }
 };
 
@@ -1438,6 +1609,7 @@
     bool        ShowTablesRects;
     bool        ShowDrawCmdMesh;
     bool        ShowDrawCmdBoundingBoxes;
+    bool        ShowDockingNodes;
     int         ShowWindowsRectsType;
     int         ShowTablesRectsType;
 
@@ -1449,6 +1621,7 @@
         ShowTablesRects = false;
         ShowDrawCmdMesh = true;
         ShowDrawCmdBoundingBoxes = true;
+        ShowDockingNodes = false;
         ShowWindowsRectsType = -1;
         ShowTablesRectsType = -1;
     }
@@ -1502,7 +1675,10 @@
     bool                    Initialized;
     bool                    FontAtlasOwnedByContext;            // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
     ImGuiIO                 IO;
+    ImGuiPlatformIO         PlatformIO;
     ImGuiStyle              Style;
+    ImGuiConfigFlags        ConfigFlagsCurrFrame;               // = g.IO.ConfigFlags at the time of NewFrame()
+    ImGuiConfigFlags        ConfigFlagsLastFrame;
     ImFont*                 Font;                               // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
     float                   FontSize;                           // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
     float                   FontBaseSize;                       // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
@@ -1510,6 +1686,7 @@
     double                  Time;
     int                     FrameCount;
     int                     FrameCountEnded;
+    int                     FrameCountPlatformEnded;
     int                     FrameCountRendered;
     bool                    WithinFrameScope;                   // Set by NewFrame(), cleared by EndFrame()
     bool                    WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
@@ -1529,7 +1706,8 @@
     ImGuiWindow*            CurrentWindow;                      // Window being drawn into
     ImGuiWindow*            HoveredWindow;                      // Window the mouse is hovering. Will typically catch mouse inputs.
     ImGuiWindow*            HoveredWindowUnderMovingWindow;     // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
-    ImGuiWindow*            MovingWindow;                       // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
+    ImGuiDockNode*          HoveredDockNode;                    // [Debug] Hovered dock node.
+    ImGuiWindow*            MovingWindow;                       // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree.
     ImGuiWindow*            WheelingWindow;                     // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
     ImVec2                  WheelingWindowRefMousePos;
     float                   WheelingWindowTimer;
@@ -1586,7 +1764,14 @@
     int                     BeginMenuCount;
 
     // Viewports
-    ImVector<ImGuiViewportP*> Viewports;                        // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
+    ImVector<ImGuiViewportP*> Viewports;                        // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
+    float                   CurrentDpiScale;                    // == CurrentViewport->DpiScale
+    ImGuiViewportP*         CurrentViewport;                    // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
+    ImGuiViewportP*         MouseViewport;
+    ImGuiViewportP*         MouseLastHoveredViewport;           // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
+    ImGuiID                 PlatformLastFocusedViewportId;
+    ImGuiPlatformMonitor    FallbackMonitor;                    // Virtual monitor used as fallback if backend doesn't provide monitor information.
+    int                     ViewportFrontMostStampCount;        // Every time the front-most window changes, we stamp its viewport with an incrementing counter
 
     // Gamepad/keyboard Navigation
     ImGuiWindow*            NavWindow;                          // Focused window for navigation. Could be called 'FocusWindow'
@@ -1710,8 +1895,13 @@
     // Platform support
     ImVec2                  PlatformImePos;                     // Cursor position request & last passed to the OS Input Method Editor
     ImVec2                  PlatformImeLastPos;
+    ImGuiViewportP*         PlatformImePosViewport;
     char                    PlatformLocaleDecimalPoint;         // '.' or *localeconv()->decimal_point
 
+    // Extensions
+    // FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
+    ImGuiDockContext        DockContext;
+
     // Settings
     bool                    SettingsLoaded;
     float                   SettingsDirtyTimer;                 // Save .ini Settings to memory when time reaches zero
@@ -1754,13 +1944,14 @@
     ImGuiContext(ImFontAtlas* shared_font_atlas)
     {
         Initialized = false;
+        ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None;
         FontAtlasOwnedByContext = shared_font_atlas ? false : true;
         Font = NULL;
         FontSize = FontBaseSize = 0.0f;
         IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
         Time = 0.0f;
         FrameCount = 0;
-        FrameCountEnded = FrameCountRendered = -1;
+        FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1;
         WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
         GcCompactAll = false;
         TestEngineHookItems = false;
@@ -1770,6 +1961,7 @@
         CurrentWindow = NULL;
         HoveredWindow = NULL;
         HoveredWindowUnderMovingWindow = NULL;
+        HoveredDockNode = NULL;
         MovingWindow = NULL;
         WheelingWindow = NULL;
         WheelingWindowTimer = 0.0f;
@@ -1807,6 +1999,12 @@
         CurrentItemFlags = ImGuiItemFlags_None;
         BeginMenuCount = 0;
 
+        CurrentDpiScale = 0.0f;
+        CurrentViewport = NULL;
+        MouseViewport = MouseLastHoveredViewport = NULL;
+        PlatformLastFocusedViewportId = 0;
+        ViewportFrontMostStampCount = 0;
+
         NavWindow = NULL;
         NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
         NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
@@ -1874,6 +2072,7 @@
         TooltipSlowDelay = 0.50f;
 
         PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
+        PlatformImePosViewport = 0;
         PlatformLocaleDecimalPoint = '.';
 
         SettingsLoaded = false;
@@ -1958,7 +2157,12 @@
 {
     char*                   Name;                               // Window name, owned by the window.
     ImGuiID                 ID;                                 // == ImHashStr(Name)
-    ImGuiWindowFlags        Flags;                              // See enum ImGuiWindowFlags_
+    ImGuiWindowFlags        Flags, FlagsPreviousFrame;          // See enum ImGuiWindowFlags_
+    ImGuiWindowClass        WindowClass;                        // Advanced users only. Set with SetNextWindowClass()
+    ImGuiViewportP*         Viewport;                           // Always set in Begin(), only inactive windows may have a NULL value here
+    ImGuiID                 ViewportId;                         // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive)
+    ImVec2                  ViewportPos;                        // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive)
+    int                     ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor
     ImVec2                  Pos;                                // Position (always rounded-up to nearest pixel)
     ImVec2                  Size;                               // Current size (==SizeFull or collapsed title bar size)
     ImVec2                  SizeFull;                           // Size when non collapsed
@@ -1978,6 +2182,7 @@
     ImVec2                  ScrollTargetEdgeSnapDist;           // 0.0f = no snapping, >0.0f snapping threshold
     ImVec2                  ScrollbarSizes;                     // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
     bool                    ScrollbarX, ScrollbarY;             // Are scrollbars visible?
+    bool                    ViewportOwned;
     bool                    Active;                             // Set to true on Begin(), unless Collapsed
     bool                    WasActive;
     bool                    WriteAccessed;                      // Set to true when any widget access the current window
@@ -2006,6 +2211,7 @@
     ImGuiCond               SetWindowPosAllowFlags : 8;         // store acceptable condition flags for SetNextWindowPos() use.
     ImGuiCond               SetWindowSizeAllowFlags : 8;        // store acceptable condition flags for SetNextWindowSize() use.
     ImGuiCond               SetWindowCollapsedAllowFlags : 8;   // store acceptable condition flags for SetNextWindowCollapsed() use.
+    ImGuiCond               SetWindowDockAllowFlags : 8;        // store acceptable condition flags for SetNextWindowDock() use.
     ImVec2                  SetWindowPosVal;                    // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
     ImVec2                  SetWindowPosPivot;                  // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right.
 
@@ -2025,11 +2231,13 @@
     ImVec2ih                HitTestHoleOffset;
 
     int                     LastFrameActive;                    // Last frame number the window was Active.
+    int                     LastFrameJustFocused;               // Last frame number the window was made Focused.
     float                   LastTimeActive;                     // Last timestamp the window was Active (using float as we don't need high precision there)
     float                   ItemWidthDefault;
     ImGuiStorage            StateStorage;
     ImVector<ImGuiOldColumns> ColumnsStorage;
     float                   FontWindowScale;                    // User scale multiplier per-window, via SetWindowFontScale()
+    float                   FontDpiScale;
     int                     SettingsOffset;                     // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
 
     ImDrawList*             DrawList;                           // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
@@ -2038,6 +2246,7 @@
     ImGuiWindow*            ParentWindowInBeginStack;
     ImGuiWindow*            RootWindow;                         // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.
     ImGuiWindow*            RootWindowPopupTree;                // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
+    ImGuiWindow*            RootWindowDockTree;                 // Point to ourself or first ancestor that is not a child window. Cross through dock nodes.
     ImGuiWindow*            RootWindowForTitleBarHighlight;     // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
     ImGuiWindow*            RootWindowForNav;                   // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
 
@@ -2049,6 +2258,19 @@
     int                     MemoryDrawListVtxCapacity;
     bool                    MemoryCompacted;                    // Set when window extraneous data have been garbage collected
 
+    // Docking
+    bool                    DockIsActive        :1;             // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
+    bool                    DockNodeIsVisible   :1;
+    bool                    DockTabIsVisible    :1;             // Is our window visible this frame? ~~ is the corresponding tab selected?
+    bool                    DockTabWantClose    :1;
+    short                   DockOrder;                          // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
+    ImGuiWindowDockStyle    DockStyle;
+    ImGuiDockNode*          DockNode;                           // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden.
+    ImGuiDockNode*          DockNodeAsHost;                     // Which node are we owning (for parent windows)
+    ImGuiID                 DockId;                             // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more
+    ImGuiItemStatusFlags    DockTabItemStatusFlags;
+    ImRect                  DockTabItemRect;
+
 public:
     ImGuiWindow(ImGuiContext* context, const char* name);
     ~ImGuiWindow();
@@ -2063,7 +2285,7 @@
 
     // We don't use g.FontSize because the window may be != g.CurrentWidow.
     ImRect      Rect() const            { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
-    float       CalcFontSize() const    { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
+    float       CalcFontSize() const    { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
     float       TitleBarHeight() const  { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; }
     ImRect      TitleBarRect() const    { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
     float       MenuBarHeight() const   { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; }
@@ -2087,14 +2309,17 @@
 {
     ImGuiTabItemFlags_SectionMask_              = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing,
     ImGuiTabItemFlags_NoCloseButton             = 1 << 20,  // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
-    ImGuiTabItemFlags_Button                    = 1 << 21   // Used by TabItemButton, change the tab item behavior to mimic a button
+    ImGuiTabItemFlags_Button                    = 1 << 21,  // Used by TabItemButton, change the tab item behavior to mimic a button
+    ImGuiTabItemFlags_Unsorted                  = 1 << 22,  // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
+    ImGuiTabItemFlags_Preview                   = 1 << 23   // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar)
 };
 
-// Storage for one active tab item (sizeof() 40 bytes)
+// Storage for one active tab item (sizeof() 48 bytes)
 struct ImGuiTabItem
 {
     ImGuiID             ID;
     ImGuiTabItemFlags   Flags;
+    ImGuiWindow*        Window;                 // When TabItem is part of a DockNode's TabBar, we hold on to a window.
     int                 LastFrameVisible;
     int                 LastFrameSelected;      // This allows us to infer an ordered list of the last activated tabs with little maintenance
     float               Offset;                 // Position relative to beginning of tab
@@ -2147,6 +2372,8 @@
     int                 GetTabOrder(const ImGuiTabItem* tab) const  { return Tabs.index_from_ptr(tab); }
     const char*         GetTabName(const ImGuiTabItem* tab) const
     {
+        if (tab->Window)
+            return tab->Window->Name;
         IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);
         return TabsNames.Buf.Data + tab->NameOffset;
     }
@@ -2423,7 +2650,7 @@
     IMGUI_API ImGuiWindow*  FindWindowByName(const char* name);
     IMGUI_API void          UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
     IMGUI_API ImVec2        CalcWindowNextAutoFitSize(ImGuiWindow* window);
-    IMGUI_API bool          IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy);
+    IMGUI_API bool          IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy);
     IMGUI_API bool          IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
     IMGUI_API bool          IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
     IMGUI_API bool          IsWindowNavFocusable(ImGuiWindow* window);
@@ -2447,9 +2674,7 @@
     // Fonts, drawing
     IMGUI_API void          SetCurrentFont(ImFont* font);
     inline ImFont*          GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
-    inline ImDrawList*      GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
-    IMGUI_API ImDrawList*   GetBackgroundDrawList(ImGuiViewport* viewport);                     // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
-    IMGUI_API ImDrawList*   GetForegroundDrawList(ImGuiViewport* viewport);                     // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
+    inline ImDrawList*      GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
 
     // Init
     IMGUI_API void          Initialize(ImGuiContext* context);
@@ -2458,6 +2683,7 @@
     // NewFrame
     IMGUI_API void          UpdateHoveredWindowAndCaptureFlags();
     IMGUI_API void          StartMouseMovingWindow(ImGuiWindow* window);
+    IMGUI_API void          StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node);
     IMGUI_API void          UpdateMouseMovingWindowNewFrame();
     IMGUI_API void          UpdateMouseMovingWindowEndFrame();
 
@@ -2466,6 +2692,14 @@
     IMGUI_API void          RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove);
     IMGUI_API void          CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
 
+    // Viewports
+    IMGUI_API void          TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos);
+    IMGUI_API void          ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
+    IMGUI_API void          DestroyPlatformWindow(ImGuiViewportP* viewport);
+    IMGUI_API void          SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
+    IMGUI_API const ImGuiPlatformMonitor*   GetViewportPlatformMonitor(ImGuiViewport* viewport);
+    IMGUI_API ImGuiViewportP*               FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos);
+
     // Settings
     IMGUI_API void                  MarkIniSettingsDirty();
     IMGUI_API void                  MarkIniSettingsDirty(ImGuiWindow* window);
@@ -2609,6 +2843,57 @@
     inline bool             IsKeyPressedMap(ImGuiKey key, bool repeat = true)           { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); }
 #endif
 
+    // Docking
+    // (some functions are only declared in imgui.cpp, see Docking section)
+    IMGUI_API void          DockContextInitialize(ImGuiContext* ctx);
+    IMGUI_API void          DockContextShutdown(ImGuiContext* ctx);
+    IMGUI_API void          DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all
+    IMGUI_API void          DockContextRebuildNodes(ImGuiContext* ctx);
+    IMGUI_API void          DockContextNewFrameUpdateUndocking(ImGuiContext* ctx);
+    IMGUI_API void          DockContextNewFrameUpdateDocking(ImGuiContext* ctx);
+    IMGUI_API void          DockContextEndFrame(ImGuiContext* ctx);
+    IMGUI_API ImGuiID       DockContextGenNodeID(ImGuiContext* ctx);
+    IMGUI_API void          DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer);
+    IMGUI_API void          DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window);
+    IMGUI_API void          DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
+    IMGUI_API bool          DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos);
+    IMGUI_API bool          DockNodeBeginAmendTabBar(ImGuiDockNode* node);
+    IMGUI_API void          DockNodeEndAmendTabBar();
+    inline ImGuiDockNode*   DockNodeGetRootNode(ImGuiDockNode* node)                 { while (node->ParentNode) node = node->ParentNode; return node; }
+    inline bool             DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; }
+    inline int              DockNodeGetDepth(const ImGuiDockNode* node)              { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; }
+    inline ImGuiID          DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); }
+    inline ImGuiDockNode*   GetWindowDockNode()                                      { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; }
+    IMGUI_API bool          GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window);
+    IMGUI_API void          BeginDocked(ImGuiWindow* window, bool* p_open);
+    IMGUI_API void          BeginDockableDragDropSource(ImGuiWindow* window);
+    IMGUI_API void          BeginDockableDragDropTarget(ImGuiWindow* window);
+    IMGUI_API void          SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond);
+
+    // Docking - Builder function needs to be generally called before the node is used/submitted.
+    // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability.
+    // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame.
+    // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode().
+    //   You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API.
+    // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node.
+    // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure
+    //   to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable.
+    // - Call DockBuilderFinish() after you are done.
+    IMGUI_API void          DockBuilderDockWindow(const char* window_name, ImGuiID node_id);
+    IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id);
+    inline ImGuiDockNode*   DockBuilderGetCentralNode(ImGuiID node_id)              { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; }
+    IMGUI_API ImGuiID       DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0);
+    IMGUI_API void          DockBuilderRemoveNode(ImGuiID node_id);                 // Remove node and all its child, undock all windows
+    IMGUI_API void          DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true);
+    IMGUI_API void          DockBuilderRemoveNodeChildNodes(ImGuiID node_id);       // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id).
+    IMGUI_API void          DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos);
+    IMGUI_API void          DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size);
+    IMGUI_API ImGuiID       DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node.
+    IMGUI_API void          DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs);
+    IMGUI_API void          DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs);
+    IMGUI_API void          DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name);
+    IMGUI_API void          DockBuilderFinish(ImGuiID node_id);
+
     // Drag and Drop
     IMGUI_API bool          BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
     IMGUI_API void          ClearDragDrop();
@@ -2678,14 +2963,16 @@
     IMGUI_API ImGuiTableSettings*   TableSettingsFindByID(ImGuiID id);
 
     // Tab Bars
-    IMGUI_API bool          BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
+    IMGUI_API bool          BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node);
     IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
+    IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar);
+    IMGUI_API void          TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window);
     IMGUI_API void          TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
     IMGUI_API void          TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
     IMGUI_API void          TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset);
     IMGUI_API void          TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos);
     IMGUI_API bool          TabBarProcessReorder(ImGuiTabBar* tab_bar);
-    IMGUI_API bool          TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags);
+    IMGUI_API bool          TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
     IMGUI_API ImVec2        TabItemCalcSize(const char* label, bool has_close_button);
     IMGUI_API void          TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
     IMGUI_API void          TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);
@@ -2710,8 +2997,10 @@
     IMGUI_API void          RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
     IMGUI_API void          RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
     IMGUI_API void          RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
+    IMGUI_API void          RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col);
     IMGUI_API void          RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
     IMGUI_API void          RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding);
+    IMGUI_API ImDrawFlags   CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold);
 
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
     // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while]
@@ -2723,7 +3012,7 @@
     IMGUI_API void          TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
     IMGUI_API bool          ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
     IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos);
-    IMGUI_API bool          CollapseButton(ImGuiID id, const ImVec2& pos);
+    IMGUI_API bool          CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node);
     IMGUI_API bool          ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
     IMGUI_API void          Scrollbar(ImGuiAxis axis);
     IMGUI_API bool          ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);
@@ -2740,7 +3029,7 @@
     IMGUI_API bool          ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
     IMGUI_API bool          DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);
     IMGUI_API bool          SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
-    IMGUI_API bool          SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
+    IMGUI_API bool          SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0);
     IMGUI_API bool          TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
     IMGUI_API bool          TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0);                     // Consume previous SetNextItemOpen() data, if any. May return true when logging
     IMGUI_API void          TreePushOverrideID(ImGuiID id);
@@ -2796,7 +3085,8 @@
     IMGUI_API void          ShowFontAtlas(ImFontAtlas* atlas);
     IMGUI_API void          DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
     IMGUI_API void          DebugNodeColumns(ImGuiOldColumns* columns);
-    IMGUI_API void          DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);
+    IMGUI_API void          DebugNodeDockNode(ImGuiDockNode* node, const char* label);
+    IMGUI_API void          DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
     IMGUI_API void          DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
     IMGUI_API void          DebugNodeFont(ImFont* font);
     IMGUI_API void          DebugNodeStorage(ImGuiStorage* storage, const char* label);
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index b84c260..1cea8c9 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -502,7 +502,7 @@
         flags |= ImGuiButtonFlags_PressedOnDefault_;
 
     ImGuiWindow* backup_hovered_window = g.HoveredWindow;
-    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window;
+    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree;
     if (flatten_hovered_children)
         g.HoveredWindow = window;
 
@@ -826,7 +826,8 @@
     return pressed;
 }
 
-bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
+// The Collapse button also functions as a Dock Menu button.
+bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
@@ -837,16 +838,21 @@
     bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
 
     // Render
+    //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed);
     ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
     ImU32 text_col = GetColorU32(ImGuiCol_Text);
     ImVec2 center = bb.GetCenter();
     if (hovered || held)
-        window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12);
-    RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
+        window->DrawList->AddCircleFilled(center + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12);
+
+    if (dock_node)
+        RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col);
+    else
+        RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
 
     // Switch to moving the window after mouse is moved beyond the initial drag threshold
     if (IsItemActive() && IsMouseDragging(0))
-        StartMouseMovingWindow(window);
+        StartMouseMovingWindowOrNode(window, dock_node, true);
 
     return pressed;
 }
@@ -1440,7 +1446,7 @@
 }
 
 // Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.
-bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay)
+bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
@@ -1492,7 +1498,9 @@
         }
     }
 
-    // Render
+    // Render at new position
+    if (bg_col & IM_COL32_A_MASK)
+        window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f);
     const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
     window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);
 
@@ -4766,7 +4774,10 @@
 
             // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
             if (!is_readonly)
-                g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
+            {
+                g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
+                g.PlatformImePosViewport = window->Viewport;
+            }
         }
     }
     else
@@ -6810,10 +6821,10 @@
     IM_ASSERT(dir != ImGuiDir_None);
 
     ImGuiWindow* bar_window = FindWindowByName(name);
+    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());
     if (bar_window == NULL || bar_window->BeginCount == 0)
     {
         // Calculate and set window size/position
-        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());
         ImRect avail_rect = viewport->GetBuildWorkRect();
         ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
         ImVec2 pos = avail_rect.Min;
@@ -6831,7 +6842,8 @@
             viewport->BuildWorkOffsetMax[axis] -= axis_size;
     }
 
-    window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
+    window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
+    SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set.
     PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
     PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint
     bool is_open = Begin(name, NULL, window_flags);
@@ -6845,6 +6857,9 @@
     ImGuiContext& g = *GImGui;
     ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
 
+    // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change
+    SetCurrentViewport(NULL, viewport);
+
     // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
     // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea?
     // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings.
@@ -7187,6 +7202,7 @@
 // - TabBarCalcTabID() [Internal]
 // - TabBarCalcMaxTabWidth() [Internal]
 // - TabBarFindTabById() [Internal]
+// - TabBarAddTab() [Internal]
 // - TabBarRemoveTab() [Internal]
 // - TabBarCloseTab() [Internal]
 // - TabBarScrollClamp() [Internal]
@@ -7208,7 +7224,7 @@
 namespace ImGui
 {
     static void             TabBarLayout(ImGuiTabBar* tab_bar);
-    static ImU32            TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label);
+    static ImU32            TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window);
     static float            TabBarCalcMaxTabWidth();
     static float            TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
     static void             TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections);
@@ -7271,10 +7287,10 @@
     ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);
     ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);
     tab_bar->ID = id;
-    return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused);
+    return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused, NULL);
 }
 
-bool    ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags)
+bool    ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
@@ -7299,7 +7315,8 @@
 
     // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable
     if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))
-        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
+        if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid
+            ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
     tab_bar->TabsAddedNew = false;
 
     // Flags
@@ -7324,6 +7341,13 @@
     // Draw separator
     const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);
     const float y = tab_bar->BarRect.Max.y - 1.0f;
+    if (dock_node != NULL)
+    {
+        const float separator_min_x = dock_node->Pos.x + window->WindowBorderSize;
+        const float separator_max_x = dock_node->Pos.x + dock_node->Size.x - window->WindowBorderSize;
+        window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f);
+    }
+    else
     {
         const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f);
         const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f);
@@ -7474,7 +7498,7 @@
         // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
         // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
         const char* tab_name = tab_bar->GetTabName(tab);
-        const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true;
+        const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0;
         tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x;
 
         int section_n = TabItemGetSectionIdx(tab);
@@ -7553,6 +7577,7 @@
         {
             ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];
             tab->Offset = tab_offset;
+            tab->NameOffset = -1;
             tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);
         }
         tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);
@@ -7560,6 +7585,9 @@
         section_tab_index += section->TabCount;
     }
 
+    // Clear name buffers
+    tab_bar->TabsNames.Buf.resize(0);
+
     // If we have lost the selected tab, select the next most recently active one
     if (found_selected_tab_id == false)
         tab_bar->SelectedTabId = 0;
@@ -7570,6 +7598,10 @@
     tab_bar->VisibleTabId = tab_bar->SelectedTabId;
     tab_bar->VisibleTabWasSubmitted = false;
 
+    // CTRL+TAB can override visible tab temporarily
+    if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar)
+        tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->ID;
+
     // Update scrolling
     if (scroll_to_tab_id != 0)
         TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);
@@ -7591,10 +7623,6 @@
     tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;
     tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;
 
-    // Clear name buffers
-    if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
-        tab_bar->TabsNames.Buf.resize(0);
-
     // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)
     ImGuiWindow* window = g.CurrentWindow;
     window->DC.CursorPos = tab_bar->BarRect.Min;
@@ -7602,11 +7630,13 @@
     window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal);
 }
 
-// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack.
-static ImU32   ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label)
+// Dockable uses Name/ID in the global namespace. Non-dockable items use the ID stack.
+static ImU32   ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window)
 {
-    if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
+    if (docked_window != NULL)
     {
+        IM_UNUSED(tab_bar);
+        IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode);
         ImGuiID id = ImHashStr(label);
         KeepAliveID(id);
         return id;
@@ -7633,6 +7663,41 @@
     return NULL;
 }
 
+// FIXME: See references to #2304 in TODO.txt
+ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar)
+{
+    ImGuiTabItem* most_recently_selected_tab = NULL;
+    for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+    {
+        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+        if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected)
+            if (tab->Window && tab->Window->WasActive)
+                most_recently_selected_tab = tab;
+    }
+    return most_recently_selected_tab;
+}
+
+// The purpose of this call is to register tab in advance so we can control their order at the time they appear.
+// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function.
+void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(TabBarFindTabByID(tab_bar, window->ID) == NULL);
+    IM_ASSERT(g.CurrentTabBar != tab_bar);  // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame)
+
+    if (!window->HasCloseButton)
+        tab_flags |= ImGuiTabItemFlags_NoCloseButton;       // Set _NoCloseButton immediately because it will be used for first-frame width calculation.
+
+    ImGuiTabItem new_tab;
+    new_tab.ID = window->ID;
+    new_tab.Flags = tab_flags;
+    new_tab.LastFrameVisible = tab_bar->CurrFrameVisible;   // Required so BeginTabBar() doesn't ditch the tab
+    if (new_tab.LastFrameVisible == -1)
+        new_tab.LastFrameVisible = g.FrameCount - 1;
+    new_tab.Window = window;                                // Required so tab bar layout can compute the tab width before tab submission
+    tab_bar->Tabs.push_back(new_tab);
+}
+
 // The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.
 void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)
 {
@@ -7907,9 +7972,9 @@
         IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!");
         return false;
     }
-    IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
+    IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0);             // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
 
-    bool ret = TabItemEx(tab_bar, label, p_open, flags);
+    bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);
     if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
     {
         ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
@@ -7950,10 +8015,10 @@
         IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
         return false;
     }
-    return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder);
+    return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL);
 }
 
-bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags)
+bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window)
 {
     // Layout whole tab bar if not already done
     if (tab_bar->WantLayout)
@@ -7965,7 +8030,7 @@
         return false;
 
     const ImGuiStyle& style = g.Style;
-    const ImGuiID id = TabBarCalcTabID(tab_bar, label);
+    const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window);
 
     // If the user called us with *p_open == false, we early out and don't render.
     // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.
@@ -8010,10 +8075,21 @@
     const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;
     tab->LastFrameVisible = g.FrameCount;
     tab->Flags = flags;
+    tab->Window = docked_window;
 
     // Append name with zero-terminator
-    tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
-    tab_bar->TabsNames.append(label, label + strlen(label) + 1);
+    // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar)
+    if (tab->Window != NULL)
+    {
+        IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode);
+        tab->NameOffset = -1;
+    }
+    else
+    {
+        IM_ASSERT(tab->Window == NULL);
+        tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
+        tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator.
+    }
 
     // Update selected tab
     if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
@@ -8031,7 +8107,7 @@
         tab_bar->VisibleTabWasSubmitted = true;
 
     // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
-    if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)
+    if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL)
         if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
             tab_contents_visible = true;
 
@@ -8080,32 +8156,84 @@
 
     // Click to Select a tab
     ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap);
-    if (g.DragDropActive)
+    if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this
         button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
     bool hovered, held;
     bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
     if (pressed && !is_tab_button)
         tab_bar->NextSelectedTabId = id;
 
+    // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow()
+    // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id.
+    if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated)
+        g.ActiveIdWindow = docked_window;
+
     // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered)
     if (g.ActiveId != id)
         SetItemAllowOverlap();
 
-    // Drag and drop: re-order tabs
-    if (held && !tab_appearing && IsMouseDragging(0))
+    // Drag and drop a single floating window node moves it
+    ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL;
+    const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1);
+    if (held && single_floating_window_node && IsMouseDragging(0, 0.0f))
     {
-        if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
+        // Move
+        StartMouseMovingWindow(docked_window);
+    }
+    else if (held && !tab_appearing && IsMouseDragging(0))
+    {
+        // Drag and drop: re-order tabs
+        int drag_dir = 0;
+        float drag_distance_from_edge_x = 0.0f;
+        if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL)))
         {
             // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x
             if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)
             {
+                drag_dir = -1;
+                drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x;
                 TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
             }
             else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
             {
+                drag_dir = +1;
+                drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x;
                 TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
             }
         }
+
+        // Extract a Dockable window out of it's tab bar
+        if (docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove))
+        {
+            // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar
+            bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id);
+            if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift)
+            {
+                float threshold_base = g.FontSize;
+                float threshold_x = (threshold_base * 2.2f);
+                float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f);
+                //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG]
+
+                float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y);
+                if (distance_from_edge_y >= threshold_y)
+                    undocking_tab = true;
+                if (drag_distance_from_edge_x > threshold_x)
+                    if ((drag_dir < 0 && tab_bar->GetTabOrder(tab) == 0) || (drag_dir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1))
+                        undocking_tab = true;
+            }
+
+            if (undocking_tab)
+            {
+                // Undock
+                // FIXME: refactor to share more code with e.g. StartMouseMovingWindow
+                DockContextQueueUndockWindow(&g, docked_window);
+                g.MovingWindow = docked_window;
+                SetActiveID(g.MovingWindow->MoveId, g.MovingWindow);
+                g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min;
+                g.ActiveIdNoClearOnFocusLoss = true;
+                SetActiveIdUsingNavAndKeys();
+            }
+        }
     }
 
 #if 0
@@ -8144,6 +8272,11 @@
         TabBarCloseTab(tab_bar, tab);
     }
 
+    // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent)
+    // That state is copied to window->DockTabItemStatusFlags by our caller.
+    if (docked_window && (hovered || g.HoveredId == close_button_id))
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
+
     // Restore main window position so user can draw there
     if (want_clip_rect)
         PopClipRect();
@@ -8174,10 +8307,20 @@
     if (is_within_manual_tab_bar)
     {
         ImGuiTabBar* tab_bar = g.CurrentTabBar;
-        ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);
+        ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL);
         if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
             tab->WantClose = true; // Will be processed by next call to TabBarLayout()
     }
+    else if (ImGuiWindow* window = FindWindowByName(label))
+    {
+        if (window->DockIsActive)
+            if (ImGuiDockNode* node = window->DockNode)
+            {
+                ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window);
+                TabBarRemoveTab(node->TabBar, tab_id);
+                window->DockTabWantClose = true;
+            }
+    }
 }
 
 ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button)
@@ -8201,7 +8344,7 @@
     IM_ASSERT(width > 0.0f);
     const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f));
     const float y1 = bb.Min.y + 1.0f;
-    const float y2 = bb.Max.y - 1.0f;
+    const float y2 = bb.Max.y + ((flags & ImGuiTabItemFlags_Preview) ? 0.0f : -1.0f);
     draw_list->PathLineTo(ImVec2(bb.Min.x, y2));
     draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);
     draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);
diff --git a/misc/debuggers/imgui.natvis b/misc/debuggers/imgui.natvis
index 13b6360..94d17a8 100644
--- a/misc/debuggers/imgui.natvis
+++ b/misc/debuggers/imgui.natvis
@@ -55,4 +55,8 @@
   <DisplayString>{{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags &amp; 0x01000000)?1:0,d} Popup {(Flags &amp; 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}}</DisplayString>
 </Type>
 
+<Type Name="ImGuiDockNode">
+  <DisplayString>{{ID {ID,x} Pos=({Pos.x,g} {Pos.y,g}) Size=({Size.x,g} {Size.y,g}) Parent {(ParentNode==0)?0:ParentNode->ID,x} Childs {(ChildNodes[0] != 0)+(ChildNodes[1] != 0)} Windows {Windows.Size}  }</DisplayString>
+</Type>
+
 </AutoVisualizer>