Merge branch 'docking' into features/logarithmic_sliders_docking

# Conflicts:
#	imgui.cpp
#	imgui.h
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index a7cb286..ad58c57 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -32,6 +32,75 @@
 
 
 -----------------------------------------------------------------------
+ DOCKING+MULTI-VIEWPORT BRANCH (In Progress)
+-----------------------------------------------------------------------
+
+DOCKING FEATURES
+
+- 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 (was previously 'viewport' branch, merged into 'docking')
+
+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.
+- Render function: the ImDrawData structure now contains 'DisplayPos' and 'DisplaySize' fields.
+  To support multi-viewport, you need to use those values when creating your orthographic projection matrix.
+  Use 'draw_data->DisplaySize' instead of 'io.DisplaySize', and 'draw_data->DisplayPos' instead of (0,0) as the upper-left point.
+  You need to subtract 'draw_data->DisplayPos' from your scissor rectangles to convert them from global coordinates to frame-buffer coordinates.
+- 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 back-ends supporting multi-viewports.
+- Added ImGuiPlatformMonitor to feed OS monitor information in the ImGuiPlatformIO::Monitors.
+- Added GetMainViewport().
+- 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(), RenderPlatformWindows(), DestroyPlatformWindows() for usage for application core.
+- Added FindViewportByID(), FindViewportByPlatformHandle() for usage by back-ends.
+- Added ImGuiConfigFlags_ViewportsEnable configuration flag and other viewport options.
+- Added io.ConfigViewportsNoAutoMerge, io.ConfigViewportsNoTaskBarIcon, io.ConfigViewportsNoDecoration, io.ConfigViewportsNoDefaultParent options.
+- Added ImGuiBackendFlags_PlatformHasViewports, ImGuiBackendFlags_RendererHasViewports, ImGuiBackendFlags_HasMouseHoveredViewport backend flags.
+- Added io.MainViewport, io.Viewports, io.MouseHoveredViewport (MouseHoveredViewport is optional _even_ for multi-viewport support).
+- Added ImGuiViewport structure, ImGuiViewportFlags flags.
+- Added ImGuiWindowClass and SetNextWindowClass() for passing viewport related hints to the OS/platform back-end.
+- Examples: Renderer: OpenGL2, OpenGL3, 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.
+- Examples: Win32: Added DPI-related helpers to access DPI features without requiring the latest Windows SDK at compile time,
+  and without requiring Windows 10 at runtime.
+- Examples: Vulkan: Added various optional helpers in imgui_impl_vulkan.h (they are used for multi-viewport support)
+  to make the examples main.cpp easier to read.
+
+
+-----------------------------------------------------------------------
  VERSION 1.78 WIP (In Progress)
 -----------------------------------------------------------------------
 
@@ -122,6 +191,7 @@
 - Demo: Improved "Layout & Scrolling" -> "Child Windows" section.
 - Style Editor: Added preview of circle auto-tessellation when editing the corresponding value.
 - Backends: OpenGL3: Added support for glad2 loader. (#3330) [@moritz-h]
+>>>>>>> master
 
 
 -----------------------------------------------------------------------
@@ -965,6 +1035,7 @@
 - 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 656e2e3..3ba0cdc 100644
--- a/docs/TODO.txt
+++ b/docs/TODO.txt
@@ -158,8 +158,36 @@
  - 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: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
  - tabs: persistent order/focus in BeginTabBar() api (#261, #351)
@@ -353,6 +381,20 @@
  - focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
  - focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
 
+ - 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/README.txt b/examples/README.txt
index 8c89ef0..5f2dfe9 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -11,6 +11,7 @@
  - Uploading the font atlas texture into graphics memory
  - Providing a render function to render indexed textured triangles
  - Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
+ - Optional (Advanced,Beta): platform window API to use multi-viewport.
 
 This is essentially what the example bindings in this folder are providing + obligatory portability cruft.
 
@@ -100,9 +101,15 @@
 
  - Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be
    seamlessly detached from the main application window. This is achieved using an extra layer to the
-   platform and renderer bindings, which allows Dear ImGui to communicate platform-specific requests.
-   If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
-   improvements and fixes related to viewports and platform windows without extra work on your side.
+   platform and renderer bindings, which allows Dear ImGui to communicate platform-specific requests such as
+   "create an additional OS window", "create a render context", "get the OS position of this window" etc.
+   When using this feature, the coupling with your OS/renderer becomes much tighter than a regular imgui
+   integration. It is also much more complicated and require more work to integrate correctly.
+   If you are new to imgui and you are trying to integrate it into your application, first try to ignore
+   everything related to Viewport and Platform Windows. You'll be able to come back to it later!
+   Note that if you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit
+   from improvements and fixes related to viewports and platform windows without extra work on your side.
+   See 'ImGuiPlatformIO' for details.
 
 
 List of Platforms Bindings in this repository:
diff --git a/examples/example_allegro5/main.cpp b/examples/example_allegro5/main.cpp
index c32125b..a9026c2 100644
--- a/examples/example_allegro5/main.cpp
+++ b/examples/example_allegro5/main.cpp
@@ -27,6 +27,7 @@
     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 7cbf340..33f75b8 100644
--- a/examples/example_apple_opengl2/main.mm
+++ b/examples/example_apple_opengl2/main.mm
@@ -247,6 +247,7 @@
     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_emscripten/main.cpp b/examples/example_emscripten/main.cpp
index 6867b4c..742d9be 100644
--- a/examples/example_emscripten/main.cpp
+++ b/examples/example_emscripten/main.cpp
@@ -61,8 +61,9 @@
     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 411062f..46c651c 100644
--- a/examples/example_glfw_opengl2/main.cpp
+++ b/examples/example_glfw_opengl2/main.cpp
@@ -43,13 +43,25 @@
     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 bindings
     ImGui_ImplGlfw_InitForOpenGL(window, true);
     ImGui_ImplOpenGL2_Init();
@@ -142,7 +154,17 @@
         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 3094330..c9e94c7 100644
--- a/examples/example_glfw_opengl3/main.cpp
+++ b/examples/example_glfw_opengl3/main.cpp
@@ -107,13 +107,25 @@
     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 bindings
     ImGui_ImplGlfw_InitForOpenGL(window, true);
     ImGui_ImplOpenGL3_Init(glsl_version);
@@ -198,6 +210,17 @@
         glClearColor(clear_color.x, clear_color.y, clear_color.z, 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 80763a0..f85390e 100644
--- a/examples/example_glfw_vulkan/main.cpp
+++ b/examples/example_glfw_vulkan/main.cpp
@@ -373,13 +373,25 @@
     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 bindings
     ImGui_ImplGlfw_InitForVulkan(window, true);
     ImGui_ImplVulkan_InitInfo init_info = {};
@@ -509,13 +521,22 @@
 
         // 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);
+        memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
+        if (!main_is_minimized)
+            FrameRender(wd, main_draw_data);
+
+        // Update and Render additional Platform Windows
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
-            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 997eeae..73a5721 100644
--- a/examples/example_glut_opengl2/main.cpp
+++ b/examples/example_glut_opengl2/main.cpp
@@ -110,6 +110,7 @@
     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_marmalade/main.cpp b/examples/example_marmalade/main.cpp
index 9f2ef79..7260cda 100644
--- a/examples/example_marmalade/main.cpp
+++ b/examples/example_marmalade/main.cpp
@@ -21,6 +21,7 @@
     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 61a9307..ab9ca29 100644
--- a/examples/example_sdl_directx11/main.cpp
+++ b/examples/example_sdl_directx11/main.cpp
@@ -53,13 +53,25 @@
     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 bindings
     ImGui_ImplSDL2_InitForD3D(window);
     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
@@ -158,6 +170,13 @@
         g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
         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 fcd9ae3..12c389a 100644
--- a/examples/example_sdl_opengl2/main.cpp
+++ b/examples/example_sdl_opengl2/main.cpp
@@ -41,13 +41,25 @@
     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 bindings
     ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
     ImGui_ImplOpenGL2_Init();
@@ -138,6 +150,19 @@
         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 92d0313..44068a7 100644
--- a/examples/example_sdl_opengl3/main.cpp
+++ b/examples/example_sdl_opengl3/main.cpp
@@ -102,13 +102,25 @@
     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 bindings
     ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
     ImGui_ImplOpenGL3_Init(glsl_version);
@@ -200,6 +212,19 @@
         glClearColor(clear_color.x, clear_color.y, clear_color.z, 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 0a2ea9e..699d3c2 100644
--- a/examples/example_sdl_vulkan/main.cpp
+++ b/examples/example_sdl_vulkan/main.cpp
@@ -357,13 +357,25 @@
     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 bindings
     ImGui_ImplSDL2_InitForVulkan(window);
     ImGui_ImplVulkan_InitInfo init_info = {};
@@ -509,13 +521,22 @@
 
         // 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);
+        memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
+        if (!main_is_minimized)
+            FrameRender(wd, main_draw_data);
+
+        // Update and Render additional Platform Windows
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
-            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 f6b8b21..c63f04d 100644
--- a/examples/example_win32_directx10/main.cpp
+++ b/examples/example_win32_directx10/main.cpp
@@ -25,6 +25,8 @@
 // Main code
 int main(int, char**)
 {
+    ImGui_ImplWin32_EnableDpiAwareness();
+
     // Create application window
     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
     ::RegisterClassEx(&wc);
@@ -46,13 +48,25 @@
     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 bindings
     ImGui_ImplWin32_Init(hwnd);
     ImGui_ImplDX10_Init(g_pd3dDevice);
@@ -142,6 +156,13 @@
         g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
         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 2cc36a7..87267c9 100644
--- a/examples/example_win32_directx11/main.cpp
+++ b/examples/example_win32_directx11/main.cpp
@@ -25,6 +25,8 @@
 // Main code
 int main(int, char**)
 {
+    ImGui_ImplWin32_EnableDpiAwareness();
+
     // Create application window
     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
     ::RegisterClassEx(&wc);
@@ -46,13 +48,32 @@
     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;
+#if 1
+    io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts;     // FIXME-DPI: THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
+    io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI
+#endif
 
     // 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 bindings
     ImGui_ImplWin32_Init(hwnd);
     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
@@ -142,6 +163,13 @@
         g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
         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
     }
@@ -211,6 +239,10 @@
     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);
 
@@ -237,6 +269,15 @@
     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 6ea896b..4b63b42 100644
--- a/examples/example_win32_directx12/main.cpp
+++ b/examples/example_win32_directx12/main.cpp
@@ -77,13 +77,25 @@
     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 bindings
     ImGui_ImplWin32_Init(hwnd);
     ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
@@ -197,6 +209,13 @@
 
         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 c8ad69f..bbfa0dc 100644
--- a/examples/example_win32_directx9/main.cpp
+++ b/examples/example_win32_directx9/main.cpp
@@ -23,6 +23,8 @@
 // Main code
 int main(int, char**)
 {
+    ImGui_ImplWin32_EnableDpiAwareness();
+
     // Create application window
     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
     ::RegisterClassEx(&wc);
@@ -44,13 +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 bindings
     ImGui_ImplWin32_Init(hwnd);
     ImGui_ImplDX9_Init(g_pd3dDevice);
@@ -147,6 +161,14 @@
             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
@@ -202,6 +224,10 @@
     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);
 
@@ -228,6 +254,15 @@
     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 49b2ff8..d68f69e 100644
--- a/examples/imgui_examples.sln
+++ b/examples/imgui_examples.sln
@@ -9,10 +9,22 @@
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx11", "example_win32_directx11\example_win32_directx11.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx12", "example_win32_directx12\example_win32_directx12.vcxproj", "{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}"
+EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl2", "example_glfw_opengl2\example_glfw_opengl2.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl3", "example_glfw_opengl3\example_glfw_opengl3.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
 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
@@ -21,14 +33,6 @@
 		Release|x64 = Release|x64
 	EndGlobalSection
 	GlobalSection(ProjectConfigurationPlatforms) = postSolution
-		{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
-		{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
-		{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.ActiveCfg = Debug|x64
-		{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.Build.0 = Debug|x64
-		{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
-		{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
-		{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.ActiveCfg = Release|x64
-		{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.Build.0 = Release|x64
 		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
 		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
 		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.ActiveCfg = Debug|x64
@@ -37,22 +41,6 @@
 		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
 		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.ActiveCfg = Release|x64
 		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.Build.0 = Release|x64
-		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
-		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
-		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.ActiveCfg = Debug|x64
-		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.Build.0 = Debug|x64
-		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
-		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
-		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
-		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
-		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
-		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
-		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.ActiveCfg = Debug|x64
-		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.Build.0 = Debug|x64
-		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
-		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
-		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
-		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
 		{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.ActiveCfg = Debug|Win32
 		{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.Build.0 = Debug|Win32
 		{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.ActiveCfg = Debug|x64
@@ -61,6 +49,78 @@
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 		{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.Build.0 = Release|x64
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.ActiveCfg = Debug|x64
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.Build.0 = Debug|x64
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|Win32.ActiveCfg = Debug|Win32
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|Win32.Build.0 = Debug|Win32
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|x64.ActiveCfg = Debug|x64
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|x64.Build.0 = Debug|x64
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|Win32.ActiveCfg = Release|Win32
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|Win32.Build.0 = Release|Win32
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|x64.ActiveCfg = Release|x64
+		{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|x64.Build.0 = Release|x64
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.ActiveCfg = Debug|x64
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.Build.0 = Debug|x64
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.ActiveCfg = Release|x64
+		{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.Build.0 = Release|x64
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.ActiveCfg = Debug|x64
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.Build.0 = Debug|x64
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
+		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Debug|Win32.ActiveCfg = Debug|Win32
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Debug|Win32.Build.0 = Debug|Win32
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Debug|x64.ActiveCfg = Debug|x64
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Debug|x64.Build.0 = Debug|x64
+		{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}.Release|Win32.ActiveCfg = Release|Win32
+		{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
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+		{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
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+		{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Debug|x64.Build.0 = Debug|x64
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+		{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/examples/imgui_impl_dx10.cpp b/examples/imgui_impl_dx10.cpp
index beade17..6d69a4a 100644
--- a/examples/imgui_impl_dx10.cpp
+++ b/examples/imgui_impl_dx10.cpp
@@ -3,6 +3,7 @@
 
 // Implemented features:
 //  [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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
@@ -11,6 +12,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
 //  2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
 //  2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
@@ -57,6 +59,10 @@
     float   mvp[4][4];
 };
 
+// Forward Declarations
+static void ImGui_ImplDX10_InitPlatformInterface();
+static void ImGui_ImplDX10_ShutdownPlatformInterface();
+
 static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
 {
     // Setup viewport
@@ -502,6 +508,7 @@
     ImGuiIO& io = ImGui::GetIO();
     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;
@@ -519,11 +526,14 @@
     if (pDXGIAdapter) pDXGIAdapter->Release();
     g_pd3dDevice->AddRef();
 
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplDX10_InitPlatformInterface();
     return true;
 }
 
 void ImGui_ImplDX10_Shutdown()
 {
+    ImGui_ImplDX10_ShutdownPlatformInterface();
     ImGui_ImplDX10_InvalidateDeviceObjects();
     if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
@@ -534,3 +544,124 @@
     if (!g_pFontSampler)
         ImGui_ImplDX10_CreateDeviceObjects();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the back-end 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 ImGuiViewportDataDx10
+{
+    IDXGISwapChain*             SwapChain;
+    ID3D10RenderTargetView*     RTView;
+
+    ImGuiViewportDataDx10()     { SwapChain = NULL; RTView = NULL; }
+    ~ImGuiViewportDataDx10()    { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
+};
+
+static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataDx10* data = IM_NEW(ImGuiViewportDataDx10)();
+    viewport->RendererUserData = data;
+
+    // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
+    // Some back-ends 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(data->SwapChain == NULL && data->RTView == NULL);
+    g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
+
+    // Create the render target
+    if (data->SwapChain)
+    {
+        ID3D10Texture2D* pBackBuffer;
+        data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+        g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->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 (ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData)
+    {
+        if (data->SwapChain)
+            data->SwapChain->Release();
+        data->SwapChain = NULL;
+        if (data->RTView)
+            data->RTView->Release();
+        data->RTView = NULL;
+        IM_DELETE(data);
+    }
+    viewport->RendererUserData = NULL;
+}
+
+static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
+    if (data->RTView)
+    {
+        data->RTView->Release();
+        data->RTView = NULL;
+    }
+    if (data->SwapChain)
+    {
+        ID3D10Texture2D* pBackBuffer = NULL;
+        data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
+        data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+        if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
+        g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
+        pBackBuffer->Release();
+    }
+}
+
+static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
+{
+    ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
+    ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
+    g_pd3dDevice->OMSetRenderTargets(1, &data->RTView, NULL);
+    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
+        g_pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color);
+    ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
+}
+
+static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
+    data->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/examples/imgui_impl_dx10.h b/examples/imgui_impl_dx10.h
index d974ba8..fcee65a 100644
--- a/examples/imgui_impl_dx10.h
+++ b/examples/imgui_impl_dx10.h
@@ -3,6 +3,7 @@
 
 // Implemented features:
 //  [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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_dx11.cpp b/examples/imgui_impl_dx11.cpp
index 0f4a861..7d4750a 100644
--- a/examples/imgui_impl_dx11.cpp
+++ b/examples/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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
@@ -11,6 +12,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
 //  2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
 //  2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
@@ -58,6 +60,10 @@
     float   mvp[4][4];
 };
 
+// Forward Declarations
+static void ImGui_ImplDX11_InitPlatformInterface();
+static void ImGui_ImplDX11_ShutdownPlatformInterface();
+
 static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
 {
     // Setup viewport
@@ -514,6 +520,7 @@
     ImGuiIO& io = ImGui::GetIO();
     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;
@@ -533,11 +540,15 @@
     g_pd3dDevice->AddRef();
     g_pd3dDeviceContext->AddRef();
 
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplDX11_InitPlatformInterface();
+
     return true;
 }
 
 void ImGui_ImplDX11_Shutdown()
 {
+    ImGui_ImplDX11_ShutdownPlatformInterface();
     ImGui_ImplDX11_InvalidateDeviceObjects();
     if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
@@ -549,3 +560,123 @@
     if (!g_pFontSampler)
         ImGui_ImplDX11_CreateDeviceObjects();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the back-end 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 ImGuiViewportDataDx11
+{
+    IDXGISwapChain*             SwapChain;
+    ID3D11RenderTargetView*     RTView;
+
+    ImGuiViewportDataDx11()     { SwapChain = NULL; RTView = NULL; }
+    ~ImGuiViewportDataDx11()    { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
+};
+
+static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)();
+    viewport->RendererUserData = data;
+
+    // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
+    // Some back-end 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(data->SwapChain == NULL && data->RTView == NULL);
+    g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
+
+    // Create the render target
+    if (data->SwapChain)
+    {
+        ID3D11Texture2D* pBackBuffer;
+        data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+        g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->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 (ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData)
+    {
+        if (data->SwapChain)
+            data->SwapChain->Release();
+        data->SwapChain = NULL;
+        if (data->RTView)
+            data->RTView->Release();
+        data->RTView = NULL;
+        IM_DELETE(data);
+    }
+    viewport->RendererUserData = NULL;
+}
+
+static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
+    if (data->RTView)
+    {
+        data->RTView->Release();
+        data->RTView = NULL;
+    }
+    if (data->SwapChain)
+    {
+        ID3D11Texture2D* pBackBuffer = NULL;
+        data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
+        data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+        if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
+        g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
+        pBackBuffer->Release();
+    }
+}
+
+static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
+    ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
+    g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
+    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
+        g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
+    ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
+}
+
+static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
+    data->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/examples/imgui_impl_dx11.h b/examples/imgui_impl_dx11.h
index cccadcd..95895d7 100644
--- a/examples/imgui_impl_dx11.h
+++ b/examples/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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp
index e9cd45c..690f3a8 100644
--- a/examples/imgui_impl_dx12.cpp
+++ b/examples/imgui_impl_dx12.cpp
@@ -3,8 +3,10 @@
 
 // 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.
-// Issues:
+// Missing features, issues:
 //  [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
@@ -13,6 +15,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
 //  2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
 //  2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
@@ -43,17 +46,88 @@
 static ID3D12Resource*              g_pFontTextureResource = NULL;
 static D3D12_CPU_DESCRIPTOR_HANDLE  g_hFontSrvCpuDescHandle = {};
 static D3D12_GPU_DESCRIPTOR_HANDLE  g_hFontSrvGpuDescHandle = {};
+static ID3D12DescriptorHeap*        g_pd3dSrvDescHeap = NULL;
+static UINT                         g_numFramesInFlight = 0;
 
-struct FrameResources
+// Buffers used during the rendering of a frame
+struct ImGui_ImplDX12_RenderBuffers
 {
     ID3D12Resource*     IndexBuffer;
     ID3D12Resource*     VertexBuffer;
     int                 IndexBufferSize;
     int                 VertexBufferSize;
 };
-static FrameResources*  g_pFrameResources = NULL;
-static UINT             g_numFramesInFlight = 0;
-static UINT             g_frameIndex = UINT_MAX;
+
+// 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 back-end will use all the fields (including Window fields),
+struct ImGuiViewportDataDx12
+{
+    // Window
+    ID3D12CommandQueue*             CommandQueue;
+    ID3D12GraphicsCommandList*      CommandList;
+    ID3D12DescriptorHeap*           RtvDescHeap;
+    IDXGISwapChain3*                SwapChain;
+    ID3D12Fence*                    Fence;
+    UINT64                          FenceSignaledValue;
+    HANDLE                          FenceEvent;
+    ImGui_ImplDX12_FrameContext*    FrameCtx;
+
+    // Render buffers
+    UINT                            FrameIndex;
+    ImGui_ImplDX12_RenderBuffers*   FrameRenderBuffers;
+
+    ImGuiViewportDataDx12()
+    {
+        CommandQueue = NULL;
+        CommandList = NULL;
+        RtvDescHeap = NULL;
+        SwapChain = NULL;
+        Fence = NULL;
+        FenceSignaledValue = 0;
+        FenceEvent = NULL;
+        FrameCtx = new ImGui_ImplDX12_FrameContext[g_numFramesInFlight];
+        FrameIndex = UINT_MAX;
+        FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[g_numFramesInFlight];
+
+        for (UINT i = 0; i < g_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;
+        }
+    }
+    ~ImGuiViewportDataDx12()
+    {
+        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 < g_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;
+    }
+};
 
 template<typename T>
 static void SafeRelease(T*& res)
@@ -63,12 +137,23 @@
     res = NULL;
 }
 
+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;
+}
+
 struct VERTEX_CONSTANT_BUFFER
 {
     float   mvp[4][4];
 };
 
-static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr)
+// Forward Declarations
+static void ImGui_ImplDX12_InitPlatformInterface();
+static void ImGui_ImplDX12_ShutdownPlatformInterface();
+
+static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
 {
     // Setup orthographic projection matrix into our constant buffer
     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
@@ -131,10 +216,9 @@
     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.
-    g_frameIndex = g_frameIndex + 1;
-    FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
+    ImGuiViewportDataDx12* render_data = (ImGuiViewportDataDx12*)draw_data->OwnerViewport->RendererUserData;
+    render_data->FrameIndex++;
+    ImGui_ImplDX12_RenderBuffers* fr = &render_data->FrameRenderBuffers[render_data->FrameIndex % g_numFramesInFlight];
 
     // Create and grow vertex/index buffers if needed
     if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
@@ -608,13 +692,6 @@
 
     ImGuiIO& io = ImGui::GetIO();
     io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
-
-    for (UINT i = 0; i < g_numFramesInFlight; i++)
-    {
-        FrameResources* fr = &g_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,
@@ -624,39 +701,50 @@
     ImGuiIO& io = ImGui::GetIO();
     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) // FIXME-VIEWPORT: Actually unfinished..
 
     g_pd3dDevice = device;
     g_RTVFormat = rtv_format;
     g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
     g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
-    g_pFrameResources = new FrameResources[num_frames_in_flight];
     g_numFramesInFlight = num_frames_in_flight;
-    g_frameIndex = UINT_MAX;
-    IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
+    g_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++)
-    {
-        FrameResources* fr = &g_pFrameResources[i];
-        fr->IndexBuffer = NULL;
-        fr->VertexBuffer = NULL;
-        fr->IndexBufferSize = 10000;
-        fr->VertexBufferSize = 5000;
-    }
+    // Create a dummy ImGuiViewportDataDx12 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(ImGuiViewportDataDx12)();
+
+    // Setup back-end capabilities flags
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;    // We can create multi-viewports on the Renderer side (optional)
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplDX12_InitPlatformInterface();
 
     return true;
 }
 
 void ImGui_ImplDX12_Shutdown()
 {
+    // Manually delete main viewport render resources in-case we haven't initialized for viewports
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)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 < g_numFramesInFlight; i++)
+            ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
+        IM_DELETE(data);
+        main_viewport->RendererUserData = NULL;
+    }
+
+    // Clean up windows and device objects
+    ImGui_ImplDX12_ShutdownPlatformInterface();
     ImGui_ImplDX12_InvalidateDeviceObjects();
-    delete[] g_pFrameResources;
-    g_pFrameResources = NULL;
+
     g_pd3dDevice = NULL;
     g_hFontSrvCpuDescHandle.ptr = 0;
     g_hFontSrvGpuDescHandle.ptr = 0;
     g_numFramesInFlight = 0;
-    g_frameIndex = UINT_MAX;
+    g_pd3dSrvDescHeap = NULL;
 }
 
 void ImGui_ImplDX12_NewFrame()
@@ -664,3 +752,239 @@
     if (!g_pPipelineState)
         ImGui_ImplDX12_CreateDeviceObjects();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the back-end 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)
+{
+    ImGuiViewportDataDx12* data = IM_NEW(ImGuiViewportDataDx12)();
+    viewport->RendererUserData = data;
+
+    // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
+    // Some back-ends 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);
+
+    data->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 = g_pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&data->CommandQueue));
+    IM_ASSERT(res == S_OK);
+
+    // Create command allocator.
+    for (UINT i = 0; i < g_numFramesInFlight; ++i)
+    {
+        res = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&data->FrameCtx[i].CommandAllocator));
+        IM_ASSERT(res == S_OK);
+    }
+
+    // Create command list.
+    res = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, data->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&data->CommandList));
+    IM_ASSERT(res == S_OK);
+    data->CommandList->Close();
+
+    // Create fence.
+    res = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&data->Fence));
+    IM_ASSERT(res == S_OK);
+
+    data->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
+    IM_ASSERT(data->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 = g_numFramesInFlight;
+    sd1.Width = (UINT)viewport->Size.x;
+    sd1.Height = (UINT)viewport->Size.y;
+    sd1.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    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(data->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain);
+    IM_ASSERT(res == S_OK);
+
+    dxgi_factory->Release();
+
+    // Or swapChain.As(&mSwapChain)
+    IM_ASSERT(data->SwapChain == NULL);
+    swap_chain->QueryInterface(IID_PPV_ARGS(&data->SwapChain));
+    swap_chain->Release();
+
+    // Create the render targets
+    if (data->SwapChain)
+    {
+        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+        desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+        desc.NumDescriptors = g_numFramesInFlight;
+        desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+        desc.NodeMask = 1;
+
+        HRESULT hr = g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap));
+        IM_ASSERT(hr == S_OK);
+
+        SIZE_T rtv_descriptor_size = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+        D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = data->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
+        for (UINT i = 0; i < g_numFramesInFlight; i++)
+        {
+            data->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
+            rtv_handle.ptr += rtv_descriptor_size;
+        }
+
+        ID3D12Resource* back_buffer;
+        for (UINT i = 0; i < g_numFramesInFlight; i++)
+        {
+            IM_ASSERT(data->FrameCtx[i].RenderTarget == NULL);
+            data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
+            g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
+            data->FrameCtx[i].RenderTarget = back_buffer;
+        }
+    }
+
+    for (UINT i = 0; i < g_numFramesInFlight; i++)
+        ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
+}
+
+static void ImGui_WaitForPendingOperations(ImGuiViewportDataDx12* data)
+{
+    HRESULT hr = S_FALSE;
+    if (data && data->CommandQueue && data->Fence && data->FenceEvent)
+    {
+        hr = data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
+        IM_ASSERT(hr == S_OK);
+        ::WaitForSingleObject(data->FenceEvent, 0); // Reset any forgotten waits
+        hr = data->Fence->SetEventOnCompletion(data->FenceSignaledValue, data->FenceEvent);
+        IM_ASSERT(hr == S_OK);
+        ::WaitForSingleObject(data->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.
+    if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData)
+    {
+        ImGui_WaitForPendingOperations(data);
+
+        SafeRelease(data->CommandQueue);
+        SafeRelease(data->CommandList);
+        SafeRelease(data->SwapChain);
+        SafeRelease(data->RtvDescHeap);
+        SafeRelease(data->Fence);
+        ::CloseHandle(data->FenceEvent);
+        data->FenceEvent = NULL;
+
+        for (UINT i = 0; i < g_numFramesInFlight; i++)
+        {
+            SafeRelease(data->FrameCtx[i].RenderTarget);
+            SafeRelease(data->FrameCtx[i].CommandAllocator);
+            ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
+        }
+        IM_DELETE(data);
+    }
+    viewport->RendererUserData = NULL;
+}
+
+static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
+
+    ImGui_WaitForPendingOperations(data);
+
+    for (UINT i = 0; i < g_numFramesInFlight; i++)
+        SafeRelease(data->FrameCtx[i].RenderTarget);
+
+    if (data->SwapChain)
+    {
+        ID3D12Resource* back_buffer = NULL;
+        data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
+        for (UINT i = 0; i < g_numFramesInFlight; i++)
+        {
+            data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
+            g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
+            data->FrameCtx[i].RenderTarget = back_buffer;
+        }
+    }
+}
+
+static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
+
+    ImGui_ImplDX12_FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight];
+    UINT back_buffer_idx = data->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 = data->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 = data->CommandList;
+
+    frame_context->CommandAllocator->Reset();
+    cmd_list->Reset(frame_context->CommandAllocator, NULL);
+    cmd_list->ResourceBarrier(1, &barrier);
+    cmd_list->OMSetRenderTargets(1, &data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL);
+    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
+        cmd_list->ClearRenderTargetView(data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL);
+    cmd_list->SetDescriptorHeaps(1, &g_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();
+
+    data->CommandQueue->Wait(data->Fence, data->FenceSignaledValue);
+    data->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
+    data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
+}
+
+static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
+
+    data->SwapChain->Present(0, 0);
+    while (data->Fence->GetCompletedValue() < data->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/examples/imgui_impl_dx12.h b/examples/imgui_impl_dx12.h
index 52dab0b..379e283 100644
--- a/examples/imgui_impl_dx12.h
+++ b/examples/imgui_impl_dx12.h
@@ -3,8 +3,9 @@
 
 // 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.
-// Issues:
+// Missing features, issues:
 //  [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_dx9.cpp b/examples/imgui_impl_dx9.cpp
index b4c49cd..6d726af 100644
--- a/examples/imgui_impl_dx9.cpp
+++ b/examples/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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
@@ -11,6 +12,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
 //  2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
 //  2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
@@ -45,6 +47,12 @@
 };
 #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
 
+// Forward Declarations
+static void ImGui_ImplDX9_InitPlatformInterface();
+static void ImGui_ImplDX9_ShutdownPlatformInterface();
+static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
+static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
+
 static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
 {
     // Setup viewport
@@ -206,6 +214,11 @@
         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)
+        g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
+
     // Restore the DX9 transform
     g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
     g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
@@ -222,14 +235,20 @@
     ImGuiIO& io = ImGui::GetIO();
     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)
 
     g_pd3dDevice = device;
     g_pd3dDevice->AddRef();
+
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplDX9_InitPlatformInterface();
+
     return true;
 }
 
 void ImGui_ImplDX9_Shutdown()
 {
+    ImGui_ImplDX9_ShutdownPlatformInterface();
     ImGui_ImplDX9_InvalidateDeviceObjects();
     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
 }
@@ -265,6 +284,7 @@
         return false;
     if (!ImGui_ImplDX9_CreateFontsTexture())
         return false;
+    ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
     return true;
 }
 
@@ -275,6 +295,7 @@
     if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
     if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
     if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+    ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
 }
 
 void ImGui_ImplDX9_NewFrame()
@@ -282,3 +303,141 @@
     if (!g_FontTexture)
         ImGui_ImplDX9_CreateDeviceObjects();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the back-end 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 ImGuiViewportDataDx9
+{
+    IDirect3DSwapChain9*    SwapChain;
+    D3DPRESENT_PARAMETERS   d3dpp;
+
+    ImGuiViewportDataDx9()  { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
+    ~ImGuiViewportDataDx9() { IM_ASSERT(SwapChain == NULL); }
+};
+
+static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataDx9* data = IM_NEW(ImGuiViewportDataDx9)();
+    viewport->RendererUserData = data;
+
+    // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
+    // Some back-ends 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(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
+    data->d3dpp.Windowed = TRUE;
+    data->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
+    data->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
+    data->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
+    data->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
+    data->d3dpp.hDeviceWindow = hwnd;
+    data->d3dpp.EnableAutoDepthStencil = FALSE;
+    data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
+    data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;   // Present without vsync
+    
+    HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
+    IM_ASSERT(hr == D3D_OK);
+    IM_ASSERT(data->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 (ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData)
+    {
+        if (data->SwapChain)
+            data->SwapChain->Release();
+        data->SwapChain = NULL;
+        ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
+        IM_DELETE(data);
+    }
+    viewport->RendererUserData = NULL;
+}
+
+static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
+    if (data->SwapChain)
+    {
+        data->SwapChain->Release();
+        data->SwapChain = NULL;
+        data->d3dpp.BackBufferWidth = (UINT)size.x;
+        data->d3dpp.BackBufferHeight = (UINT)size.y;
+        HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
+        IM_ASSERT(hr == D3D_OK);
+    }
+}
+
+static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)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;
+    data->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
+    g_pd3dDevice->GetRenderTarget(0, &last_render_target);
+    g_pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
+    g_pd3dDevice->SetRenderTarget(0, render_target);
+    g_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));
+        g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
+    }
+
+    ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
+
+    // Restore render target
+    g_pd3dDevice->SetRenderTarget(0, last_render_target);
+    g_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*)
+{
+    ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
+    HRESULT hr = data->SwapChain->Present(NULL, NULL, data->d3dpp.hDeviceWindow, NULL, NULL);
+    IM_ASSERT(hr == D3D_OK);
+}
+
+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/examples/imgui_impl_dx9.h b/examples/imgui_impl_dx9.h
index b93c89f..b0117fe 100644
--- a/examples/imgui_impl_dx9.h
+++ b/examples/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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_glfw.cpp b/examples/imgui_impl_glfw.cpp
index 5ea7be0..e7dc10c 100644
--- a/examples/imgui_impl_glfw.cpp
+++ b/examples/imgui_impl_glfw.cpp
@@ -1,13 +1,17 @@
 // dear imgui: Platform Binding for GLFW
 // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
 // (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: 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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@@ -15,6 +19,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
 //  2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
 //  2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
@@ -52,11 +57,20 @@
 #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
-#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_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
 
 // Data
 enum GlfwClientApi
@@ -71,12 +85,19 @@
 static bool                 g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
 static GLFWcursor*          g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
 static bool                 g_InstalledCallbacks = false;
+static bool                 g_WantUpdateMonitors = true;
 
-// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+// Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any.
 static GLFWmousebuttonfun   g_PrevUserCallbackMousebutton = NULL;
 static GLFWscrollfun        g_PrevUserCallbackScroll = NULL;
 static GLFWkeyfun           g_PrevUserCallbackKey = NULL;
 static GLFWcharfun          g_PrevUserCallbackChar = NULL;
+static GLFWmonitorfun       g_PrevUserCallbackMonitor = NULL;
+
+// Forward Declarations
+static void ImGui_ImplGlfw_UpdateMonitors();
+static void ImGui_ImplGlfw_InitPlatformInterface();
+static void ImGui_ImplGlfw_ShutdownPlatformInterface();
 
 static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
 {
@@ -90,7 +111,7 @@
 
 void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
 {
-    if (g_PrevUserCallbackMousebutton != NULL)
+    if (g_PrevUserCallbackMousebutton != NULL && window == g_Window)
         g_PrevUserCallbackMousebutton(window, button, action, mods);
 
     if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
@@ -99,7 +120,7 @@
 
 void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
 {
-    if (g_PrevUserCallbackScroll != NULL)
+    if (g_PrevUserCallbackScroll != NULL && window == g_Window)
         g_PrevUserCallbackScroll(window, xoffset, yoffset);
 
     ImGuiIO& io = ImGui::GetIO();
@@ -109,7 +130,7 @@
 
 void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
 {
-    if (g_PrevUserCallbackKey != NULL)
+    if (g_PrevUserCallbackKey != NULL && window == g_Window)
         g_PrevUserCallbackKey(window, key, scancode, action, mods);
 
     ImGuiIO& io = ImGui::GetIO();
@@ -131,13 +152,18 @@
 
 void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
 {
-    if (g_PrevUserCallbackChar != NULL)
+    if (g_PrevUserCallbackChar != NULL && window == g_Window)
         g_PrevUserCallbackChar(window, c);
 
     ImGuiIO& io = ImGui::GetIO();
     io.AddInputCharacter(c);
 }
 
+void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
+{
+    g_WantUpdateMonitors = true;
+}
+
 static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
 {
     g_Window = window;
@@ -147,6 +173,10 @@
     ImGuiIO& io = ImGui::GetIO();
     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
     io.BackendPlatformName = "imgui_impl_glfw";
 
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
@@ -176,9 +206,6 @@
     io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
     io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
     io.ClipboardUserData = g_Window;
-#if defined(_WIN32)
-    io.ImeWindowHandle = (void*)glfwGetWin32Window(g_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,
@@ -208,6 +235,7 @@
     g_PrevUserCallbackScroll = NULL;
     g_PrevUserCallbackKey = NULL;
     g_PrevUserCallbackChar = NULL;
+    g_PrevUserCallbackMonitor = NULL;
     if (install_callbacks)
     {
         g_InstalledCallbacks = true;
@@ -215,8 +243,22 @@
         g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
         g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
         g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+        g_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*)g_Window;
+#ifdef _WIN32
+    main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window);
+#endif
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplGlfw_InitPlatformInterface();
+
     g_ClientApi = client_api;
     return true;
 }
@@ -233,6 +275,8 @@
 
 void ImGui_ImplGlfw_Shutdown()
 {
+    ImGui_ImplGlfw_ShutdownPlatformInterface();
+
     if (g_InstalledCallbacks)
     {
         glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
@@ -264,23 +308,62 @@
     // Update mouse position
     const ImVec2 mouse_pos_backup = io.MousePos;
     io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
-#ifdef __EMSCRIPTEN__
-    const bool focused = true; // Emscripten
-#else
-    const bool focused = glfwGetWindowAttrib(g_Window, GLFW_FOCUSED) != 0;
-#endif
-    if (focused)
+    io.MouseHoveredViewport = 0;
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    for (int n = 0; n < platform_io.Viewports.Size; n++)
     {
-        if (io.WantSetMousePos)
+        ImGuiViewport* viewport = platform_io.Viewports[n];
+        GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
+        IM_ASSERT(window != NULL);
+#ifdef __EMSCRIPTEN__
+        const bool focused = true;
+        IM_ASSERT(platform_io.Viewports.Size == 1);
+#else
+        const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
+#endif
+        if (focused)
         {
-            glfwSetCursorPos(g_Window, (double)mouse_pos_backup.x, (double)mouse_pos_backup.y);
+            if (io.WantSetMousePos)
+            {
+                glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y));
+            }
+            else
+            {
+                double mouse_x, mouse_y;
+                glfwGetCursorPos(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);
+                }
+            }
+            for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
+                io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
         }
-        else
-        {
-            double mouse_x, mouse_y;
-            glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
-            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 back-end, 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
     }
 }
 
@@ -291,17 +374,22 @@
         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(g_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(g_Window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
-        glfwSetInputMode(g_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, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
+            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+        }
     }
 }
 
@@ -342,6 +430,40 @@
         io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
 }
 
+static void ImGui_ImplGlfw_UpdateMonitors()
+{
+    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]);
+#if GLFW_HAS_MONITOR_WORK_AREA
+        monitor.MainPos = ImVec2((float)x, (float)y);
+        monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
+        int w, h;
+        glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
+        monitor.WorkPos = ImVec2((float)x, (float)y);;
+        monitor.WorkSize = ImVec2((float)w, (float)h);
+#else
+        monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
+        monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
+#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);
+    }
+    g_WantUpdateMonitors = false;
+}
+
 void ImGui_ImplGlfw_NewFrame()
 {
     ImGuiIO& io = ImGui::GetIO();
@@ -355,6 +477,8 @@
     io.DisplaySize = ImVec2((float)w, (float)h);
     if (w > 0 && h > 0)
         io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
+    if (g_WantUpdateMonitors)
+        ImGui_ImplGlfw_UpdateMonitors();
 
     // Setup time step
     double current_time = glfwGetTime();
@@ -367,3 +491,368 @@
     // Update game controllers (if enabled and available)
     ImGui_ImplGlfw_UpdateGamepads();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the back-end 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 ImGuiViewportDataGlfw
+{
+    GLFWwindow* Window;
+    bool        WindowOwned;
+    int         IgnoreWindowPosEventFrame;
+    int         IgnoreWindowSizeEventFrame;
+
+    ImGuiViewportDataGlfw()  { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
+    ~ImGuiViewportDataGlfw() { 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 (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
+        {
+            bool ignore_event = (ImGui::GetFrameCount() <= data->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 (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
+        {
+            bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1);
+            //data->IgnoreWindowSizeEventFrame = -1;
+            if (ignore_event)
+                return;
+        }
+        viewport->PlatformRequestResize = true;
+    }
+}
+
+static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
+    viewport->PlatformUserData = data;
+
+    // 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 = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
+    data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
+    data->WindowOwned = true;
+    viewport->PlatformHandle = (void*)data->Window;
+#ifdef _WIN32
+    viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window);
+#endif
+    glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
+
+    // Install GLFW callbacks for secondary viewports
+    glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
+    glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback);
+    glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback);
+    glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback);
+    glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
+    glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
+    glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
+    if (g_ClientApi == GlfwClientApi_OpenGL)
+    {
+        glfwMakeContextCurrent(data->Window);
+        glfwSwapInterval(0);
+    }
+}
+
+static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
+{
+    if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
+    {
+        if (data->WindowOwned)
+        {
+#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
+            HWND hwnd = (HWND)viewport->PlatformHandleRaw;
+            ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
+#endif
+            glfwDestroyWindow(data->Window);
+        }
+        data->Window = NULL;
+        IM_DELETE(data);
+    }
+    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 back-end 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)
+{
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)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(data->Window);
+}
+
+static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
+    int x = 0, y = 0;
+    glfwGetWindowPos(data->Window, &x, &y);
+    return ImVec2((float)x, (float)y);
+}
+
+static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
+{
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
+    data->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
+    glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
+}
+
+static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
+    int w = 0, h = 0;
+    glfwGetWindowSize(data->Window, &w, &h);
+    return ImVec2((float)w, (float)h);
+}
+
+static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)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(data->Window, &x, &y);
+    glfwGetWindowSize(data->Window, &width, &height);
+    glfwSetWindowPos(data->Window, x, y - height + size.y);
+#endif
+    data->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
+    glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
+}
+
+static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
+{
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
+    glfwSetWindowTitle(data->Window, title);
+}
+
+static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
+{
+#if GLFW_HAS_FOCUS_WINDOW
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
+    glfwFocusWindow(data->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)
+{
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
+    return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
+}
+
+static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
+    return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
+}
+
+#if GLFW_HAS_WINDOW_ALPHA
+static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
+{
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
+    glfwSetWindowOpacity(data->Window, alpha);
+}
+#endif
+
+static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
+    if (g_ClientApi == GlfwClientApi_OpenGL)
+        glfwMakeContextCurrent(data->Window);
+}
+
+static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
+    if (g_ClientApi == GlfwClientApi_OpenGL)
+    {
+        glfwMakeContextCurrent(data->Window);
+        glfwSwapBuffers(data->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) && !defined(__GNUC__)
+#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)
+{
+    ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
+    IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan);
+    VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->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)
+    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();
+    ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
+    data->Window = g_Window;
+    data->WindowOwned = false;
+    main_viewport->PlatformUserData = data;
+    main_viewport->PlatformHandle = (void*)g_Window;
+}
+
+static void ImGui_ImplGlfw_ShutdownPlatformInterface()
+{
+}
diff --git a/examples/imgui_impl_glfw.h b/examples/imgui_impl_glfw.h
index f62f44f..9ad0d9b 100644
--- a/examples/imgui_impl_glfw.h
+++ b/examples/imgui_impl_glfw.h
@@ -7,6 +7,10 @@
 //  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 //  [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
 //  [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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@@ -20,6 +24,7 @@
 #include "imgui.h"      // IMGUI_IMPL_API
 
 struct GLFWwindow;
+struct GLFWmonitor;
 
 IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
 IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
@@ -33,3 +38,4 @@
 IMGUI_IMPL_API void     ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
 IMGUI_IMPL_API void     ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
 IMGUI_IMPL_API void     ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
+IMGUI_IMPL_API void     ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
diff --git a/examples/imgui_impl_metal.h b/examples/imgui_impl_metal.h
index 3e61085..c12755d 100644
--- a/examples/imgui_impl_metal.h
+++ b/examples/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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
diff --git a/examples/imgui_impl_metal.mm b/examples/imgui_impl_metal.mm
index 7cdda73..10814b4 100644
--- a/examples/imgui_impl_metal.mm
+++ b/examples/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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
diff --git a/examples/imgui_impl_opengl2.cpp b/examples/imgui_impl_opengl2.cpp
index b062697..ba44095 100644
--- a/examples/imgui_impl_opengl2.cpp
+++ b/examples/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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@@ -18,6 +19,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
 //  2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
 //  2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
@@ -55,17 +57,26 @@
 // OpenGL Data
 static GLuint       g_FontTexture = 0;
 
+// Forward Declarations
+static void ImGui_ImplOpenGL2_InitPlatformInterface();
+static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
+
 // Functions
 bool    ImGui_ImplOpenGL2_Init()
 {
     // Setup back-end capabilities flags
     ImGuiIO& io = ImGui::GetIO();
     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;
 }
 
 void    ImGui_ImplOpenGL2_Shutdown()
 {
+    ImGui_ImplOpenGL2_ShutdownPlatformInterface();
     ImGui_ImplOpenGL2_DestroyDeviceObjects();
 }
 
@@ -246,3 +257,31 @@
 {
     ImGui_ImplOpenGL2_DestroyFontsTexture();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the back-end 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/examples/imgui_impl_opengl2.h b/examples/imgui_impl_opengl2.h
index 9b72cbb..89ab7fa 100644
--- a/examples/imgui_impl_opengl2.h
+++ b/examples/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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
diff --git a/examples/imgui_impl_opengl3.cpp b/examples/imgui_impl_opengl3.cpp
index 21e8852..a3cf8a9 100644
--- a/examples/imgui_impl_opengl3.cpp
+++ b/examples/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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
@@ -13,6 +14,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
 //  2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
 //  2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
@@ -139,6 +141,10 @@
 static GLuint       g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
 static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
 
+// Forward Declarations
+static void ImGui_ImplOpenGL3_InitPlatformInterface();
+static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
+
 // Functions
 bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
 {
@@ -159,6 +165,7 @@
     if (g_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.
@@ -210,11 +217,15 @@
     GLint current_texture;
     glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
 
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplOpenGL3_InitPlatformInterface();
+
     return true;
 }
 
 void    ImGui_ImplOpenGL3_Shutdown()
 {
+    ImGui_ImplOpenGL3_ShutdownPlatformInterface();
     ImGui_ImplOpenGL3_DestroyDeviceObjects();
 }
 
@@ -680,3 +691,31 @@
 
     ImGui_ImplOpenGL3_DestroyFontsTexture();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the back-end 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();
+}
diff --git a/examples/imgui_impl_opengl3.h b/examples/imgui_impl_opengl3.h
index 14eb284..5000b93 100644
--- a/examples/imgui_impl_opengl3.h
+++ b/examples/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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
diff --git a/examples/imgui_impl_osx.h b/examples/imgui_impl_osx.h
index d37652b..8aa0d7a 100644
--- a/examples/imgui_impl_osx.h
+++ b/examples/imgui_impl_osx.h
@@ -7,6 +7,7 @@
 //  [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end).
 // Issues:
 //  [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
+//  [ ] Platform: Multi-viewport / platform windows.
 
 #include "imgui.h"      // IMGUI_IMPL_API
 
diff --git a/examples/imgui_impl_osx.mm b/examples/imgui_impl_osx.mm
index 9050162..f84efbb 100644
--- a/examples/imgui_impl_osx.mm
+++ b/examples/imgui_impl_osx.mm
@@ -7,6 +7,7 @@
 //  [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end).
 // Issues:
 //  [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
+//  [ ] Platform: Multi-viewport / platform windows.
 
 #include "imgui.h"
 #include "imgui_impl_osx.h"
diff --git a/examples/imgui_impl_sdl.cpp b/examples/imgui_impl_sdl.cpp
index 695ac81..e1cfa7f 100644
--- a/examples/imgui_impl_sdl.cpp
+++ b/examples/imgui_impl_sdl.cpp
@@ -8,8 +8,10 @@
 //  [X] Platform: Clipboard support.
 //  [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@@ -17,6 +19,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
 //  2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
 //  2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
@@ -48,6 +51,7 @@
 #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__)
@@ -55,7 +59,15 @@
 #endif
 
 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    SDL_VERSION_ATLEAST(2,0,4)
+#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)
+#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH    SDL_VERSION_ATLEAST(2,0,5)
+#if !SDL_HAS_VULKAN
+static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
+#endif
 
 // Data
 static SDL_Window*  g_Window = NULL;
@@ -64,6 +76,12 @@
 static SDL_Cursor*  g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
 static char*        g_ClipboardTextData = NULL;
 static bool         g_MouseCanUseGlobalState = true;
+static bool         g_UseVulkan = false;
+
+// Forward Declarations
+static void ImGui_ImplSDL2_UpdateMonitors();
+static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
+static void ImGui_ImplSDL2_ShutdownPlatformInterface();
 
 static const char* ImGui_ImplSDL2_GetClipboardText(void*)
 {
@@ -124,18 +142,35 @@
 #endif
             return true;
         }
+    // Multi-viewport support
+    case SDL_WINDOWEVENT:
+        Uint8 window_event = event->window.event;
+        if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
+            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;
+                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)
 {
     g_Window = window;
 
     // Setup back-end capabilities flags
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)
-    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+    io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;  // We can create multi-viewports on the Platform side (optional)
+#endif
     io.BackendPlatformName = "imgui_impl_sdl";
 
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
@@ -180,22 +215,31 @@
     // Check and store if we are on Wayland
     g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
 
-#ifdef _WIN32
-    SDL_SysWMinfo wmInfo;
-    SDL_VERSION(&wmInfo.version);
-    SDL_GetWindowWMInfo(window, &wmInfo);
-    io.ImeWindowHandle = wmInfo.info.win.window;
-#else
-    (void)window;
+    // Our mouse update function expect PlatformHandle to be filled for the main viewport
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    main_viewport->PlatformHandle = (void*)window;
+#if defined(_WIN32)
+    SDL_SysWMinfo info;
+    SDL_VERSION(&info.version);
+    if (SDL_GetWindowWMInfo(window, &info))
+        main_viewport->PlatformHandleRaw = info.info.win.window;
 #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)
 {
     (void)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)
@@ -203,7 +247,8 @@
 #if !SDL_HAS_VULKAN
     IM_ASSERT(0 && "Unsupported");
 #endif
-    return ImGui_ImplSDL2_Init(window);
+    g_UseVulkan = true;
+    return ImGui_ImplSDL2_Init(window, NULL);
 }
 
 bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@@ -211,16 +256,17 @@
 #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);
 }
 
 void ImGui_ImplSDL2_Shutdown()
 {
+    ImGui_ImplSDL2_ShutdownPlatformInterface();
     g_Window = NULL;
 
     // Destroy last known clipboard data
@@ -234,39 +280,68 @@
     memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
 }
 
+// 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()
 {
     ImGuiIO& io = ImGui::GetIO();
+    io.MouseHoveredViewport = 0;
 
-    // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+    // [1]
+    // Only when requested by io.WantSetMousePos: set OS mouse pos from Dear ImGui mouse pos.
+    // (rarely used, mostly when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
     if (io.WantSetMousePos)
-        SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
+    {
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+            SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
+        else
+#endif
+            SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
+    }
     else
+    {
         io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+    }
 
-    int mx, my;
-    Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
-    io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;  // 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.
+    // [2]
+    // Set Dear ImGui mouse pos from OS mouse pos + get buttons. (this is the common behavior)
+    int mouse_x_local, mouse_y_local;
+    Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
+    io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0;      // 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.
     io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
     io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
     g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
 
 #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
-    SDL_Window* focused_window = SDL_GetKeyboardFocus();
-    if (g_Window == focused_window)
+
+    if (g_MouseCanUseGlobalState)
     {
-        if (g_MouseCanUseGlobalState)
+        // SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse()
+        int mouse_x_global, mouse_y_global;
+        SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
+
+        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
         {
-            // SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
-            // The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
-            // Won't use this workaround when on Wayland, as there is no global mouse position.
-            int wx, wy;
-            SDL_GetWindowPosition(focused_window, &wx, &wy);
-            SDL_GetGlobalMouseState(&mx, &my);
-            mx -= wx;
-            my -= wy;
+            // 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)
+            if (SDL_Window* focused_window = SDL_GetKeyboardFocus())
+                if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL)
+                    io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global);
         }
-        io.MousePos = ImVec2((float)mx, (float)my);
+        else
+        {
+            // Single-viewport mode: mouse position in client window coordinatesio.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
+            if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
+            {
+                int window_x, window_y;
+                SDL_GetWindowPosition(g_Window, &window_x, &window_y);
+                io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
+            }
+        }
+    }
+    else
+    {
+        if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
+            io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
     }
 
     // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
@@ -274,8 +349,9 @@
     bool any_mouse_button_down = ImGui::IsAnyMouseDown();
     SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
 #else
+    // SDL 2.0.3 and before: single-viewport only
     if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
-        io.MousePos = ImVec2((float)mx, (float)my);
+        io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
 #endif
 }
 
@@ -340,6 +416,34 @@
     #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);
+    }
+}
+
 void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
 {
     ImGuiIO& io = ImGui::GetIO();
@@ -368,3 +472,248 @@
     // Update game controllers (if enabled and available)
     ImGui_ImplSDL2_UpdateGamepads();
 }
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the back-end 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 ImGuiViewportDataSDL2
+{
+    SDL_Window*     Window;
+    Uint32          WindowID;
+    bool            WindowOwned;
+    SDL_GLContext   GLContext;
+
+    ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
+    ~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
+};
+
+static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
+    viewport->PlatformUserData = data;
+
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)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 : (g_UseVulkan ? SDL_WINDOW_VULKAN : 0);
+    sdl_flags |= SDL_GetWindowFlags(g_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
+    data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
+    data->WindowOwned = true;
+    if (use_opengl)
+    {
+        data->GLContext = SDL_GL_CreateContext(data->Window);
+        SDL_GL_SetSwapInterval(0);
+    }
+    if (use_opengl && backup_context)
+        SDL_GL_MakeCurrent(data->Window, backup_context);
+
+    viewport->PlatformHandle = (void*)data->Window;
+#if defined(_WIN32)
+    SDL_SysWMinfo info;
+    SDL_VERSION(&info.version);
+    if (SDL_GetWindowWMInfo(data->Window, &info))
+        viewport->PlatformHandleRaw = info.info.win.window;
+#endif
+}
+
+static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
+{
+    if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData)
+    {
+        if (data->GLContext && data->WindowOwned)
+            SDL_GL_DeleteContext(data->GLContext);
+        if (data->Window && data->WindowOwned)
+            SDL_DestroyWindow(data->Window);
+        data->GLContext = NULL;
+        data->Window = NULL;
+        IM_DELETE(data);
+    }
+    viewport->PlatformUserData = viewport->PlatformHandle = NULL;
+}
+
+static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)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(data->Window);
+}
+
+static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
+    int x = 0, y = 0;
+    SDL_GetWindowPosition(data->Window, &x, &y);
+    return ImVec2((float)x, (float)y);
+}
+
+static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
+    SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y);
+}
+
+static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
+    int w = 0, h = 0;
+    SDL_GetWindowSize(data->Window, &w, &h);
+    return ImVec2((float)w, (float)h);
+}
+
+static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
+    SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y);
+}
+
+static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
+    SDL_SetWindowTitle(data->Window, title);
+}
+
+#if SDL_HAS_WINDOW_ALPHA
+static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
+    SDL_SetWindowOpacity(data->Window, alpha);
+}
+#endif
+
+static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
+    SDL_RaiseWindow(data->Window);
+}
+
+static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
+    return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
+}
+
+static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
+    return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_MINIMIZED) != 0;
+}
+
+static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
+    if (data->GLContext)
+        SDL_GL_MakeCurrent(data->Window, data->GLContext);
+}
+
+static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
+    if (data->GLContext)
+    {
+        SDL_GL_MakeCurrent(data->Window, data->GLContext);
+        SDL_GL_SwapWindow(data->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)
+{
+    ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
+    (void)vk_allocator;
+    SDL_bool ret = SDL_Vulkan_CreateSurface(data->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
+
+    // SDL2 by default doesn't pass mouse clicks to the application when the click focused a window. This is getting in the way of our interactions and we disable that behavior.
+#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
+    SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+#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();
+    ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
+    data->Window = window;
+    data->WindowID = SDL_GetWindowID(window);
+    data->WindowOwned = false;
+    data->GLContext = sdl_gl_context;
+    main_viewport->PlatformUserData = data;
+    main_viewport->PlatformHandle = data->Window;
+}
+
+static void ImGui_ImplSDL2_ShutdownPlatformInterface()
+{
+}
diff --git a/examples/imgui_impl_sdl.h b/examples/imgui_impl_sdl.h
index bf207ba..2911eef 100644
--- a/examples/imgui_impl_sdl.h
+++ b/examples/imgui_impl_sdl.h
@@ -7,8 +7,10 @@
 //  [X] Platform: Clipboard support.
 //  [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [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 copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
diff --git a/examples/imgui_impl_vulkan.cpp b/examples/imgui_impl_vulkan.cpp
index 465060d..2b8af9d 100644
--- a/examples/imgui_impl_vulkan.cpp
+++ b/examples/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 binding! See https://github.com/ocornut/imgui/pull/914
 
@@ -71,6 +72,18 @@
     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 ImGuiViewportDataVulkan
+{
+    bool                                    WindowOwned;
+    ImGui_ImplVulkanH_Window                Window;             // Used by secondary viewports only
+    ImGui_ImplVulkanH_WindowRenderBuffers   RenderBuffers;      // Used by all viewports
+
+    ImGuiViewportDataVulkan() { WindowOwned = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
+    ~ImGuiViewportDataVulkan() { }
+};
+
 // Vulkan data
 static ImGui_ImplVulkan_InitInfo g_VulkanInitInfo = {};
 static VkRenderPass             g_RenderPass = VK_NULL_HANDLE;
@@ -89,9 +102,6 @@
 static VkDeviceMemory           g_UploadBufferMemory = VK_NULL_HANDLE;
 static VkBuffer                 g_UploadBuffer = VK_NULL_HANDLE;
 
-// Render buffers
-static ImGui_ImplVulkanH_WindowRenderBuffers    g_MainWindowRenderBuffers;
-
 // Forward Declarations
 bool ImGui_ImplVulkan_CreateDeviceObjects();
 void ImGui_ImplVulkan_DestroyDeviceObjects();
@@ -99,6 +109,7 @@
 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);
 
@@ -106,6 +117,10 @@
 // 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
 /*
@@ -322,8 +337,10 @@
 
     ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
 
-    // Allocate array to store enough vertex/index buffers
-    ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &g_MainWindowRenderBuffers;
+    // Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage.
+    ImGuiViewportDataVulkan* viewport_renderer_data = (ImGuiViewportDataVulkan*)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;
@@ -795,7 +812,7 @@
 void    ImGui_ImplVulkan_DestroyDeviceObjects()
 {
     ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
-    ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator);
+    ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
     ImGui_ImplVulkan_DestroyFontUploadObjects();
 
     if (g_FontView)             { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; }
@@ -813,6 +830,7 @@
     ImGuiIO& io = ImGui::GetIO();
     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);
@@ -827,12 +845,29 @@
     g_RenderPass = render_pass;
     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(ImGuiViewportDataVulkan)();
+
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplVulkan_InitPlatformInterface();
+
     return true;
 }
 
 void ImGui_ImplVulkan_Shutdown()
 {
+    // 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 (ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)main_viewport->RendererUserData)
+        IM_DELETE(data);
+    main_viewport->RendererUserData = NULL;
+
+    // Clean up windows
+    ImGui_ImplVulkan_ShutdownPlatformInterface();
 }
 
 void ImGui_ImplVulkan_NewFrame()
@@ -845,10 +880,12 @@
     if (g_VulkanInitInfo.MinImageCount == min_image_count)
         return;
 
+    IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains!
     ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
     VkResult err = vkDeviceWaitIdle(v->Device);
     check_vk_result(err);
-    ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator);
+    ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
+
     g_VulkanInitInfo.MinImageCount = min_image_count;
 }
 
@@ -1224,3 +1261,193 @@
     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 (ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)platform_io.Viewports[n]->RendererUserData)
+            ImGui_ImplVulkanH_DestroyWindowRenderBuffers(device, &data->RenderBuffers, allocator);
+}
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the back-end 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)
+{
+    ImGuiViewportDataVulkan* data = IM_NEW(ImGuiViewportDataVulkan)();
+    viewport->RendererUserData = data;
+    ImGui_ImplVulkanH_Window* wd = &data->Window;
+    ImGui_ImplVulkan_InitInfo* v = &g_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);
+    data->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.
+    if (ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData)
+    {
+        ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
+        if (data->WindowOwned)
+            ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &data->Window, v->Allocator);
+        ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &data->RenderBuffers, v->Allocator);
+        IM_DELETE(data);
+    }
+    viewport->RendererUserData = NULL;
+}
+
+static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData;
+    if (data == NULL) // This is NULL for the main viewport (which is left to the user/app to handle)
+        return;
+    ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
+    data->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
+    ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &data->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount);
+}
+
+static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData;
+    ImGui_ImplVulkanH_Window* wd = &data->Window;
+    ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
+    VkResult err;
+
+    ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
+    ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
+    {
+        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 = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+            check_vk_result(err);
+            fd = &wd->Frames[wd->FrameIndex];
+        }
+        {
+            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);
+
+    {
+        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*)
+{
+    ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData;
+    ImGui_ImplVulkanH_Window* wd = &data->Window;
+    ImGui_ImplVulkan_InitInfo* v = &g_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);
+    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/examples/imgui_impl_vulkan.h b/examples/imgui_impl_vulkan.h
index 0eb772e..eb3229e 100644
--- a/examples/imgui_impl_vulkan.h
+++ b/examples/imgui_impl_vulkan.h
@@ -4,6 +4,7 @@
 // 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 binding! See https://github.com/ocornut/imgui/pull/914
 
 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
@@ -59,7 +60,7 @@
 // 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.
+//   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.
 //
diff --git a/examples/imgui_impl_win32.cpp b/examples/imgui_impl_win32.cpp
index f6dd5b8..878efee 100644
--- a/examples/imgui_impl_win32.cpp
+++ b/examples/imgui_impl_win32.cpp
@@ -6,6 +6,7 @@
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 //  [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 
 #include "imgui.h"
 #include "imgui_impl_win32.h"
@@ -28,6 +29,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
 //  2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
 //  2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
@@ -59,6 +61,12 @@
 static ImGuiMouseCursor     g_LastMouseCursor = ImGuiMouseCursor_COUNT;
 static bool                 g_HasGamepad = false;
 static bool                 g_WantUpdateHasGamepad = true;
+static bool                 g_WantUpdateMonitors = true;
+
+// Forward Declarations
+static void ImGui_ImplWin32_InitPlatformInterface();
+static void ImGui_ImplWin32_ShutdownPlatformInterface();
+static void ImGui_ImplWin32_UpdateMonitors();
 
 // Functions
 bool    ImGui_ImplWin32_Init(void* hwnd)
@@ -69,12 +77,19 @@
         return false;
 
     // Setup back-end capabilities flags
-    g_hWnd = (HWND)hwnd;
     ImGuiIO& io = ImGui::GetIO();
     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)
     io.BackendPlatformName = "imgui_impl_win32";
-    io.ImeWindowHandle = hwnd;
+
+    // Our mouse update function expect PlatformHandle to be filled for the main viewport
+    g_hWnd = (HWND)hwnd;
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd;
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+        ImGui_ImplWin32_InitPlatformInterface();
 
     // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
     io.KeyMap[ImGuiKey_Tab] = VK_TAB;
@@ -105,6 +120,7 @@
 
 void    ImGui_ImplWin32_Shutdown()
 {
+    ImGui_ImplWin32_ShutdownPlatformInterface();
     g_hWnd = (HWND)0;
 }
 
@@ -141,25 +157,63 @@
     return true;
 }
 
+// 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()
 {
     ImGuiIO& io = ImGui::GetIO();
 
     // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+    // (When multi-viewports are enabled, all imgui positions are same as OS positions)
     if (io.WantSetMousePos)
     {
         POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
-        ::ClientToScreen(g_hWnd, &pos);
+        if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
+            ::ClientToScreen(g_hWnd, &pos);
         ::SetCursorPos(pos.x, pos.y);
     }
 
-    // Set mouse position
     io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
-    POINT pos;
-    if (HWND active_window = ::GetForegroundWindow())
-        if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
-            if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
-                io.MousePos = ImVec2((float)pos.x, (float)pos.y);
+    io.MouseHoveredViewport = 0;
+
+    // Set imgui mouse position
+    POINT mouse_screen_pos;
+    if (!::GetCursorPos(&mouse_screen_pos))
+        return;
+    if (HWND focused_hwnd = ::GetForegroundWindow())
+    {
+        if (::IsChild(focused_hwnd, g_hWnd))
+            focused_hwnd = g_hWnd;
+        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(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient().
+            if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL)
+                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 from WM_MOUSEMOVE.
+            if (focused_hwnd == g_hWnd)
+            {
+                POINT mouse_client_pos = mouse_screen_pos;
+                ::ScreenToClient(focused_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 back-end, 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
@@ -211,6 +265,33 @@
 #endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
 }
 
+static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
+{
+    MONITORINFO info = { 0 };
+    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::GetPlatformIO().Monitors.resize(0);
+    ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL);
+    g_WantUpdateMonitors = false;
+}
+
 void    ImGui_ImplWin32_NewFrame()
 {
     ImGuiIO& io = ImGui::GetIO();
@@ -220,6 +301,8 @@
     RECT rect;
     ::GetClientRect(g_hWnd, &rect);
     io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+    if (g_WantUpdateMonitors)
+        ImGui_ImplWin32_UpdateMonitors();
 
     // Setup time step
     INT64 current_time;
@@ -336,6 +419,9 @@
         if ((UINT)wParam == DBT_DEVNODES_CHANGED)
             g_WantUpdateHasGamepad = true;
         return 0;
+    case WM_DISPLAYCHANGE:
+        g_WantUpdateMonitors = true;
+        return 0;
     }
     return 0;
 }
@@ -387,6 +473,9 @@
 // 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
+    g_WantUpdateMonitors = true;
+
     // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
     {
         static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
@@ -443,4 +532,347 @@
     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) && !defined(__GNUC__)
+#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 back-end 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 ImGuiViewportDataWin32
+{
+    HWND    Hwnd;
+    bool    HwndOwned;
+    DWORD   DwStyle;
+    DWORD   DwExStyle;
+
+    ImGuiViewportDataWin32() { Hwnd = NULL; HwndOwned = false;  DwStyle = DwExStyle = 0; }
+    ~ImGuiViewportDataWin32() { 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)
+{
+    ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
+    viewport->PlatformUserData = data;
+
+    // Select style and parent window
+    ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &data->DwStyle, &data->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, data->DwStyle, FALSE, data->DwExStyle);
+    data->Hwnd = ::CreateWindowEx(
+        data->DwExStyle, _T("ImGui Platform"), _T("Untitled"), data->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
+    data->HwndOwned = true;
+    viewport->PlatformRequestResize = false;
+    viewport->PlatformHandle = viewport->PlatformHandleRaw = data->Hwnd;
+}
+
+static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
+{
+    if (ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData)
+    {
+        if (::GetCapture() == data->Hwnd)
+        {
+            // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
+            ::ReleaseCapture();
+            ::SetCapture(g_hWnd);
+        }
+        if (data->Hwnd && data->HwndOwned)
+            ::DestroyWindow(data->Hwnd);
+        data->Hwnd = NULL;
+        IM_DELETE(data);
+    }
+    viewport->PlatformUserData = viewport->PlatformHandle = NULL;
+}
+
+static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
+    IM_ASSERT(data->Hwnd != 0);
+    if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
+        ::ShowWindow(data->Hwnd, SW_SHOWNA);
+    else
+        ::ShowWindow(data->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.
+    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
+    IM_ASSERT(data->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 (data->DwStyle != new_style || data->DwExStyle != new_ex_style)
+    {
+        data->DwStyle = new_style;
+        data->DwExStyle = new_ex_style;
+        ::SetWindowLong(data->Hwnd, GWL_STYLE, data->DwStyle);
+        ::SetWindowLong(data->Hwnd, GWL_EXSTYLE, data->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, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen
+        ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOACTIVATE | SWP_FRAMECHANGED);
+        ::ShowWindow(data->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
+        viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
+    }
+}
+
+static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
+    IM_ASSERT(data->Hwnd != 0);
+    POINT pos = { 0, 0 };
+    ::ClientToScreen(data->Hwnd, &pos);
+    return ImVec2((float)pos.x, (float)pos.y);
+}
+
+static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
+{
+    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
+    IM_ASSERT(data->Hwnd != 0);
+    RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
+    ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
+    ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
+}
+
+static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
+    IM_ASSERT(data->Hwnd != 0);
+    RECT rect;
+    ::GetClientRect(data->Hwnd, &rect);
+    return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
+}
+
+static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
+    IM_ASSERT(data->Hwnd != 0);
+    RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
+    ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen
+    ::SetWindowPos(data->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)
+{
+    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
+    IM_ASSERT(data->Hwnd != 0);
+    ::BringWindowToTop(data->Hwnd);
+    ::SetForegroundWindow(data->Hwnd);
+    ::SetFocus(data->Hwnd);
+}
+
+static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
+    IM_ASSERT(data->Hwnd != 0);
+    return ::GetForegroundWindow() == data->Hwnd;
+}
+
+static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
+    IM_ASSERT(data->Hwnd != 0);
+    return ::IsIconic(data->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.
+    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
+    IM_ASSERT(data->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(data->Hwnd, title_w.Data);
+}
+
+static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
+{
+    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
+    IM_ASSERT(data->Hwnd != 0);
+    IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
+    if (alpha < 1.0f)
+    {
+        DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
+        ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style);
+        ::SetLayeredWindowAttributes(data->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
+    }
+    else
+    {
+        DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
+        ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style);
+    }
+}
+
+static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
+{
+    ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
+    IM_ASSERT(data->Hwnd != 0);
+    return ImGui_ImplWin32_GetDpiScaleForHwnd(data->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 back-end 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();
+    ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
+    data->Hwnd = g_hWnd;
+    data->HwndOwned = false;
+    main_viewport->PlatformUserData = data;
+    main_viewport->PlatformHandle = (void*)g_hWnd;
+}
+
+static void ImGui_ImplWin32_ShutdownPlatformInterface()
+{
+    ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL));
+}
+
 //---------------------------------------------------------------------------------------------------------
diff --git a/examples/imgui_impl_win32.h b/examples/imgui_impl_win32.h
index 8923bd6..f1cfb91 100644
--- a/examples/imgui_impl_win32.h
+++ b/examples/imgui_impl_win32.h
@@ -6,6 +6,7 @@
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
 //  [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 
 #pragma once
 #include "imgui.h"      // IMGUI_IMPL_API
diff --git a/imgui.cpp b/imgui.cpp
index 02e749f..f93f40e 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -75,6 +75,8 @@
 // [SECTION] DRAG AND DROP
 // [SECTION] LOGGING/CAPTURING
 // [SECTION] SETTINGS
+// [SECTION] VIEWPORTS, PLATFORM WINDOWS
+// [SECTION] DOCKING
 // [SECTION] PLATFORM DEPENDENT HELPERS
 // [SECTION] METRICS/DEBUG WINDOW
 
@@ -372,6 +374,14 @@
  When you are not sure about a 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)
+ - 2020/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.
+ - 2020/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
+
  - 2020/07/23 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
                        replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
                        worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
@@ -807,6 +817,10 @@
 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
 //-------------------------------------------------------------------------
@@ -819,8 +833,6 @@
 static void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
 static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
 
-static ImRect           GetViewportRect();
-
 // Settings
 static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
 static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
@@ -831,7 +843,6 @@
 // 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
 {
@@ -863,8 +874,23 @@
 static void             UpdateDebugToolItemPicker();
 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             EndFrameDrawDimmedBackgrounds();
+
+// 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             UpdateViewportsNewFrame();
+static void             UpdateViewportsEndFrame();
+static void             UpdateSelectWindowViewport(ImGuiWindow* window);
+static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
+static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
+static void             SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
+static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
+static int              FindPlatformMonitorForPos(const ImVec2& pos);
+static int              FindPlatformMonitorForRect(const ImRect& r);
+static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
 
 }
 
@@ -1011,6 +1037,18 @@
     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__
@@ -1029,8 +1067,6 @@
     GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
     SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
     ClipboardUserData = NULL;
-    ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
-    ImeWindowHandle = NULL;
 
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
     RenderDrawListsFn = NULL;
@@ -2463,6 +2499,8 @@
     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";
@@ -2736,7 +2774,11 @@
     Name = ImStrdup(name);
     ID = ImHashStr(name);
     IDStack.push_back(ID);
-    Flags = ImGuiWindowFlags_None;
+    Flags = FlagsPreviousFrame = ImGuiWindowFlags_None;
+    Viewport = NULL;
+    ViewportId = 0;
+    ViewportAllowPlatformMonitorExtend = -1;
+    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
     Pos = ImVec2(0.0f, 0.0f);
     Size = SizeFull = ImVec2(0.0f, 0.0f);
     ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f);
@@ -2751,6 +2793,7 @@
     ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
     ScrollbarSizes = ImVec2(0.0f, 0.0f);
     ScrollbarX = ScrollbarY = false;
+    ViewportOwned = false;
     Active = WasActive = false;
     WriteAccessed = false;
     Collapsed = false;
@@ -2770,21 +2813,23 @@
     AutoFitOnlyGrows = false;
     AutoPosLastDirection = ImGuiDir_None;
     HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0;
-    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);
 
     InnerRect = ImRect(0.0f, 0.0f, 0.0f, 0.0f); // Clear so the InnerRect.GetSize() code in Begin() doesn't lead to overflow even if the result isn't used.
 
     LastFrameActive = -1;
+    LastFrameJustFocused = -1;
     LastTimeActive = -1.0f;
     ItemWidthDefault = 0.0f;
-    FontWindowScale = 1.0f;
+    FontWindowScale = FontDpiScale = 1.0f;
     SettingsOffset = -1;
 
     DrawList = &DrawListInst;
     DrawList->_OwnerName = Name;
     ParentWindow = NULL;
     RootWindow = NULL;
+    RootWindowDockStop = NULL;
     RootWindowForTitleBarHighlight = NULL;
     RootWindowForNav = NULL;
 
@@ -2794,6 +2839,12 @@
 
     MemoryCompacted = false;
     MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0;
+
+    DockNode = DockNodeAsHost = NULL;
+    DockId = 0;
+    DockTabItemStatusFlags = ImGuiItemStatusFlags_None;
+    DockOrder = -1;
+    DockIsActive = DockTabIsVisible = DockTabWantClose = false;
 }
 
 ImGuiWindow::~ImGuiWindow()
@@ -3011,6 +3062,12 @@
                 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->RootWindow != g.MovingWindow->RootWindow)
+            return false;
+
     return true;
 }
 
@@ -3053,7 +3110,7 @@
 
     // 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 (window->DC.LastItemId == window->MoveId && window->WriteAccessed)
+    if ((window->DC.LastItemId == window->ID || window->DC.LastItemId == window->MoveId) && window->WriteAccessed)
         return false;
     return true;
 }
@@ -3262,11 +3319,17 @@
     return GImGui->IO;
 }
 
+ImGuiPlatformIO& ImGui::GetPlatformIO()
+{
+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
+    return GImGui->PlatformIO;
+}
+
 // Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame()
 ImDrawData* ImGui::GetDrawData()
 {
     ImGuiContext& g = *GImGui;
-    return g.DrawData.Valid ? &g.DrawData : NULL;
+    return g.Viewports[0]->DrawDataP.Valid ? &g.Viewports[0]->DrawDataP : NULL;
 }
 
 double ImGui::GetTime()
@@ -3279,14 +3342,50 @@
     return GImGui->FrameCount;
 }
 
+static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
+{
+    // Create the draw list on demand, because they are not frequently used for all viewports
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
+    ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
+    if (draw_list == NULL)
+    {
+        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
+        draw_list->_OwnerName = drawlist_name;
+        viewport->DrawLists[drawlist_no] = draw_list;
+    }
+
+    // Our ImDrawList system requires that there is always a command
+    if (viewport->LastFrameDrawLists[drawlist_no] != g.FrameCount)
+    {
+        draw_list->_ResetForNewFrame();
+        draw_list->PushTextureID(g.IO.Fonts->TexID);
+        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
+        viewport->LastFrameDrawLists[drawlist_no] = g.FrameCount;
+    }
+    return draw_list;
+}
+
+ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
+{
+    return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");
+}
+
 ImDrawList* ImGui::GetBackgroundDrawList()
 {
-    return &GImGui->BackgroundDrawList;
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return GetBackgroundDrawList(window->Viewport);
+}
+
+ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
+{
+    return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
 }
 
 ImDrawList* ImGui::GetForegroundDrawList()
 {
-    return &GImGui->ForegroundDrawList;
+    ImGuiWindow* window = GImGui->CurrentWindow;
+    return GetForegroundDrawList(window->Viewport);
 }
 
 ImDrawListSharedData* ImGui::GetDrawListSharedData()
@@ -3308,10 +3407,45 @@
     bool can_move_window = true;
     if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->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);
+        g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
+    }
+    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
+    {
+        StartMouseMovingWindow(window);
+        g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
+    }
+}
+
 // 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.
@@ -3334,11 +3468,25 @@
             {
                 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;
             }
             FocusWindow(g.MovingWindow);
         }
         else
         {
+            // 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;
+
             ClearActiveID();
             g.MovingWindow = NULL;
         }
@@ -3367,12 +3515,13 @@
     if (g.NavWindow && g.NavWindow->Appearing)
         return;
 
-    // Click on empty space to focus window and start moving (after we're done with all our widgets)
+    // Click on void to focus window and start moving
+    // (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.
         // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
-        ImGuiWindow* root_window = g.HoveredRootWindow;
+        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindowDockStop : NULL;
         const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
 
         if (root_window != NULL && !is_closed_popup)
@@ -3380,9 +3529,10 @@
             StartMouseMovingWindow(g.HoveredWindow);
 
             // 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)
@@ -3418,6 +3568,28 @@
     }
 }
 
+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;
+    window->DC.LastItemRect.Translate(delta);
+    window->DC.LastItemDisplayRect.Translate(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);
@@ -3612,6 +3784,7 @@
     // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
     // - 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.
     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();
@@ -3681,7 +3854,9 @@
 #endif
 
     // 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();
@@ -3699,11 +3874,17 @@
     g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
     g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
 
+    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());
-    g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
+    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
+    for (int n = 0; n < g.Viewports.Size; n++)
+        virtual_space.Add(g.Viewports[n]->GetMainRect());
+    g.DrawListSharedData.ClipRectFullscreen = ImVec4(virtual_space.Min.x, virtual_space.Min.y, virtual_space.Max.x, virtual_space.Max.y);
     g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
     g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError);
     g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
@@ -3716,16 +3897,13 @@
     if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
         g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
 
-    g.BackgroundDrawList._ResetForNewFrame();
-    g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);
-    g.BackgroundDrawList.PushClipRectFullScreen();
-
-    g.ForegroundDrawList._ResetForNewFrame();
-    g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);
-    g.ForegroundDrawList.PushClipRectFullScreen();
-
     // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
-    g.DrawData.Clear();
+    for (int n = 0; n < g.Viewports.Size; n++)
+    {
+        ImGuiViewportP* viewport = g.Viewports[n];
+        viewport->DrawData = NULL;
+        viewport->DrawDataP.Clear();
+    }
 
     // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
     if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
@@ -3788,6 +3966,10 @@
     // 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)
+    DockContextUpdateUndocking(&g);
+
     // Find hovered window
     // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
     UpdateHoveredWindowAndCaptureFlags();
@@ -3804,6 +3986,7 @@
     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();
@@ -3837,6 +4020,9 @@
     g.BeginPopupStack.resize(0);
     ClosePopupsOverWindow(g.NavWindow, false);
 
+    // Docking
+    DockContextUpdateDocking(&g);
+
     // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
     UpdateDebugToolItemPicker();
 
@@ -3910,6 +4096,17 @@
 #endif // #ifdef IMGUI_HAS_TABLE
 
 #ifdef IMGUI_HAS_DOCK
+    // Create default viewport
+    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
+    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
+    viewport->Idx = 0;
+    viewport->PlatformWindowCreated = true;
+    g.Viewports.push_back(viewport);
+    g.PlatformIO.MainViewport = g.Viewports[0]; // Make it accessible in public-facing GetPlatformIO() immediately (before the first call to EndFrame)
+    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
+
+    // Extensions
+    DockContextInitialize(&g);
 #endif // #ifdef IMGUI_HAS_DOCK
 
     g.Initialized = true;
@@ -3940,6 +4137,15 @@
         SetCurrentContext(backup_context);
     }
 
+    // Destroy platform windows
+    ImGuiContext* backup_context = ImGui::GetCurrentContext();
+    SetCurrentContext(context);
+    DestroyPlatformWindows();
+    SetCurrentContext(backup_context);
+
+    // Shutdown extensions
+    DockContextShutdown(&g);
+
     // Notify hooked test engine, if any
 #ifdef IMGUI_ENABLE_TEST_ENGINE
     ImGuiTestEngineHook_Shutdown(context);
@@ -3963,9 +4169,11 @@
     g.FontStack.clear();
     g.OpenPopupStack.clear();
     g.BeginPopupStack.clear();
-    g.DrawDataBuilder.ClearFreeMemory();
-    g.BackgroundDrawList._ClearFreeMemory();
-    g.ForegroundDrawList._ClearFreeMemory();
+
+    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
+    for (int i = 0; i < g.Viewports.Size; i++)
+        IM_DELETE(g.Viewports[i]);
+    g.Viewports.clear();
 
     g.TabBars.Clear();
     g.CurrentTabBarStack.clear();
@@ -4056,25 +4264,24 @@
     out_list->push_back(draw_list);
 }
 
-static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
+static void AddWindowToDrawData(ImGuiWindow* window, int layer)
 {
     ImGuiContext& g = *GImGui;
     g.IO.MetricsRenderWindows++;
-    AddDrawListToDrawData(out_render_list, window->DrawList);
+    AddDrawListToDrawData(&window->Viewport->DrawDataBuilder.Layers[layer], window->DrawList);
     for (int i = 0; i < window->DC.ChildWindows.Size; i++)
     {
         ImGuiWindow* child = window->DC.ChildWindows[i];
-        if (IsWindowActiveAndVisible(child)) // clipped children may have been marked not active
-            AddWindowToDrawData(out_render_list, child);
+        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
+            AddWindowToDrawData(child, layer);
     }
 }
 
 // Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
 static void AddRootWindowToDrawData(ImGuiWindow* window)
 {
-    ImGuiContext& g = *GImGui;
     int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
-    AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], window);
+    AddWindowToDrawData(window, layer);
 }
 
 void ImDrawDataBuilder::FlattenIntoSingleLayer()
@@ -4095,16 +4302,25 @@
     }
 }
 
-static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data)
+static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
 {
-    ImGuiIO& io = ImGui::GetIO();
+    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
+    // and to allow applications/back-ends 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;
+
+    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 = ImVec2(0.0f, 0.0f);
-    draw_data->DisplaySize = io.DisplaySize;
-    draw_data->FramebufferScale = io.DisplayFramebufferScale;
+    draw_data->DisplayPos = viewport->Pos;
+    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
+    draw_data->FramebufferScale = ImGui::GetIO().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;
@@ -4132,6 +4348,66 @@
     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::EndFrameDrawDimmedBackgrounds()
+{
+    ImGuiContext& g = *GImGui;
+
+    // Draw modal whitening background on _other_ viewports than the one the modal is one
+    ImGuiWindow* modal_window = GetTopMostPopupModal();
+    const bool dim_bg_for_modal = (modal_window != NULL);
+    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL);
+    if (dim_bg_for_modal || dim_bg_for_window_list)
+        for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
+        {
+            ImGuiViewportP* viewport = g.Viewports[viewport_n];
+            if (modal_window && viewport == modal_window->Viewport)
+                continue;
+            if (g.NavWindowingListWindow && viewport == g.NavWindowingListWindow->Viewport)
+                continue;
+            if (g.NavWindowingTargetAnim && viewport == g.NavWindowingTargetAnim->Viewport)
+                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);
+        }
+
+    // Draw modal whitening background between CTRL-TAB list
+    if (dim_bg_for_window_list)
+    {
+        // Choose a draw list that will be front-most across all our children
+        ImGuiWindow* window = g.NavWindowingTargetAnim;
+        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindow)->DrawList;
+        draw_list->PushClipRectFullScreen();
+
+        // Docking: draw modal whitening background on other nodes of a same dock tree
+        // For CTRL+TAB within a docking node we need to render the dimming background in 8 steps
+        // (Because the root node renders the background in one shot, in order to avoid flickering when a child dock node is not submitted)
+        if (window->RootWindowDockStop->DockIsActive)
+            if (window->RootWindow != window->RootWindowDockStop)
+                RenderRectFilledWithHole(draw_list, window->RootWindow->Rect(), window->RootWindowDockStop->Rect(), GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio), g.Style.WindowRounding);
+
+        // Draw navigation selection/windowing rectangle border
+        float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
+        ImRect bb = window->Rect();
+        bb.Expand(g.FontSize);
+        if (bb.Contains(window->Viewport->GetMainRect())) // If a window fits the entire viewport, adjust its highlight inward
+        {
+            bb.Expand(-g.FontSize - 1.0f);
+            rounding = window->WindowRounding;
+        }
+        draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
+        draw_list->PopClipRect();
+    }
+}
+
 // 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.
 void ImGui::EndFrame()
 {
@@ -4146,11 +4422,13 @@
     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;
@@ -4158,9 +4436,14 @@
         g.CurrentWindow->Active = false;
     End();
 
+    // Draw modal whitening background on _other_ viewports than the one the modal is one
+    EndFrameDrawDimmedBackgrounds();
+
     // Update navigation: CTRL+Tab, wrap-around requests
     NavEndFrame();
 
+    SetCurrentViewport(NULL, NULL);
+
     // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
     if (g.DragDropActive)
     {
@@ -4185,6 +4468,9 @@
     // 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);
@@ -4220,11 +4506,15 @@
         EndFrame();
     g.FrameCountRendered = g.FrameCount;
     g.IO.MetricsRenderWindows = 0;
-    g.DrawDataBuilder.Clear();
 
-    // Add background ImDrawList
-    if (!g.BackgroundDrawList.VtxBuffer.empty())
-        AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);
+    // Add background ImDrawList (for each active viewport)
+    for (int n = 0; n != g.Viewports.Size; n++)
+    {
+        ImGuiViewportP* viewport = g.Viewports[n];
+        viewport->DrawDataBuilder.Clear();
+        if (viewport->DrawLists[0] != NULL)
+            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
+    }
 
     // Add ImDrawList to render
     ImGuiWindow* windows_to_render_top_most[2];
@@ -4239,25 +4529,40 @@
     for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
         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]);
-    g.DrawDataBuilder.FlattenIntoSingleLayer();
 
-    // Draw software mouse cursor if requested
-    if (g.IO.MouseDrawCursor)
-        RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
+    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]);
 
-    // Add foreground ImDrawList
-    if (!g.ForegroundDrawList.VtxBuffer.empty())
-        AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList);
+    // Setup ImDrawData structures for end-user
+    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
+    for (int n = 0; n < g.Viewports.Size; n++)
+    {
+        ImGuiViewportP* viewport = g.Viewports[n];
+        viewport->DrawDataBuilder.FlattenIntoSingleLayer();
 
-    // Setup ImDrawData structure for end-user
-    SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
-    g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
-    g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
+        // Draw software mouse cursor if requested by io.MouseDrawCursor flag
+        // (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)
+        {
+            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]);
+        g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount;
+        g.IO.MetricsRenderIndices += viewport->DrawData->TotalIdxCount;
+    }
 
     // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves.
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-    if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
-        g.IO.RenderDrawListsFn(&g.DrawData);
+    if (g.Viewports[0]->DrawData->CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
+        g.IO.RenderDrawListsFn(g.Viewports[0]->DrawData);
 #endif
 }
 
@@ -4293,6 +4598,11 @@
 {
     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))
@@ -4307,6 +4617,9 @@
             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);
@@ -4338,6 +4651,9 @@
     g.HoveredWindow = hovered_window;
     g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
     g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
+
+    if (g.MovingWindow)
+        g.MovingWindow->Viewport = moving_window_viewport;
 }
 
 // Test if mouse cursor is hovering given rectangle
@@ -4356,6 +4672,8 @@
     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;
 }
 
@@ -4610,6 +4928,12 @@
 
     if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId)
         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.
+    if (window->DC.LastItemId == window->ID && window->WriteAccessed)
+        return false;
+
     return true;
 }
 
@@ -4688,18 +5012,12 @@
     return window->DC.LastItemRect.GetSize();
 }
 
-static ImRect GetViewportRect()
-{
-    ImGuiContext& g = *GImGui;
-    return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
-}
-
 bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
 {
     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
@@ -4825,6 +5143,7 @@
     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)
@@ -4841,10 +5160,19 @@
 
 static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
 {
-    window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));
+    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 ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
@@ -4858,7 +5186,9 @@
     g.WindowsById.SetVoidPtr(window->ID, window);
 
     // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
-    window->Pos = ImVec2(60, 60);
+    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))
@@ -4893,6 +5223,16 @@
     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, ImVec2 new_size)
 {
     ImGuiContext& g = *GImGui;
@@ -4919,7 +5259,7 @@
     // Minimum size
     if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
     {
-        ImGuiWindow* window_for_height = window;
+        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
         new_size = ImMax(new_size, g.Style.WindowMinSize);
         new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
     }
@@ -4960,7 +5300,15 @@
         ImVec2 size_min = style.WindowMinSize;
         if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
             size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
-        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f));
+
+        // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows?
+        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 - g.Style.DisplaySafeAreaPadding * 2.0f));
 
         // When the window cannot fit all contents (either because of constraints, either because screen is too small),
         // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
@@ -5053,7 +5401,7 @@
 ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n)
 {
     IM_ASSERT(n >= 0 && n <= 7);
-    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;
@@ -5080,6 +5428,16 @@
     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 back-ends 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;
     window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
@@ -5216,7 +5574,7 @@
         window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
         window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, 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);
@@ -5225,7 +5583,7 @@
 
 // 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;
@@ -5252,21 +5610,44 @@
         // 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(GetWindowBgColorIdxFromFlags(flags));
-            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);
+            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);
+            }
             window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
         }
 
         // 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, ImDrawCornerFlags_Top);
@@ -5282,6 +5663,25 @@
                 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);
@@ -5289,7 +5689,7 @@
             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++)
             {
@@ -5302,12 +5702,14 @@
             }
         }
 
-        // 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 DockNodeUpdateTabBar() instead.
 void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
 {
     ImGuiContext& g = *GImGui;
@@ -5348,7 +5750,7 @@
 
     // 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
@@ -5395,9 +5797,13 @@
 void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
 {
     window->ParentWindow = parent_window;
-    window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
+    window->RootWindow = window->RootWindowDockStop = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
     if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
+    {
         window->RootWindow = parent_window->RootWindow;
+        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
+            window->RootWindowDockStop = parent_window->RootWindowDockStop;
+    }
     if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
         window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
     while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
@@ -5455,6 +5861,7 @@
     // Update Flags, LastFrameActive, BeginOrderXXX fields
     if (first_begin_of_the_frame)
     {
+        window->FlagsPreviousFrame = window->Flags;
         window->Flags = (ImGuiWindowFlags)flags;
         window->LastFrameActive = current_frame;
         window->LastTimeActive = (float)g.Time;
@@ -5466,8 +5873,29 @@
         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);
+        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;
+        }
+    }
+
     // 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();
+    ImGuiWindow* parent_window_in_stack = window->DockIsActive ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
     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));
 
@@ -5538,6 +5966,8 @@
         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)
@@ -5563,7 +5993,9 @@
         // 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)
         {
@@ -5601,18 +6033,29 @@
         }
 
         // 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.
+
+        UpdateSelectWindowViewport(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);
+        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
 
         // 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);
@@ -5620,7 +6063,7 @@
 
         // 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();
@@ -5714,22 +6157,131 @@
         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);
+            }
+
+        bool viewport_rect_changed = false;
+        if (window->ViewportOwned)
+        {
+            // 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;
+            }
+
+            // 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;
+            const bool is_short_lived_floating_window = (flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
+            if (flags & ImGuiWindowFlags_Tooltip)
+                viewport_flags |= ImGuiViewportFlags_TopMost;
+            if (g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window)
+                viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
+            if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
+                viewport_flags |= ImGuiViewportFlags_NoDecoration;
+
+            // 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 && (flags & ImGuiWindowFlags_Modal) == 0)
+                viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
+
+            // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
+            // We don't default to the main viewport because.
+            if (window->WindowClass.ParentViewportId)
+                window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
+            else if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack)
+                window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
+            else
+                window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
+            if (window->WindowClass.ViewportFlagsOverrideSet)
+                viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
+            if (window->WindowClass.ViewportFlagsOverrideClear)
+                viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
+
+            // We also tell the back-end that clearing the platform window won't be necessary, as our window is filling the viewport and we have disabled BgAlpha
+            if (!(flags & ImGuiWindowFlags_NoBackground))
+                viewport_flags &= ~ImGuiViewportFlags_NoRendererClear;
+
+            window->Viewport->Flags = viewport_flags;
+        }
+
         // 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.
-        ImRect viewport_rect(GetViewportRect());
+        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_rect.Min + visibility_padding, viewport_rect.Max - visibility_padding);
+        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)
+            {
+                if (window->Viewport->PlatformMonitor == -1)
+                {
+                    // Fallback for "lost" window (e.g. a monitor disconnected): we move the window back over the main viewport
+                    SetWindowPos(window, g.Viewports[0]->Pos + style.DisplayWindowPadding, ImGuiCond_Always);
+                }
+                else
+                {
+                    ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->Viewport->PlatformMonitor];
+                    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))
@@ -5741,20 +6293,36 @@
         {
             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;
         }
 
+        // 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 * 1.35f, 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;
+            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).
@@ -5788,6 +6356,8 @@
         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
@@ -5840,9 +6410,10 @@
         window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
         PushClipRect(host_rect.Min, host_rect.Max, false);
 
-        // Draw modal window background (darkens what is behind them, all viewports)
+        // Draw modal or window list full viewport dimming background (for other viewports we'll render them in EndFrame)
+        ImGuiWindow* window_window_list = g.NavWindowingListWindow;
         const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
-        const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow);
+        const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && ((window == g.NavWindowingTargetAnim->RootWindow) || (window == window_window_list && window_window_list->Viewport != g.NavWindowingTargetAnim->Viewport));
         if (dim_bg_for_modal || dim_bg_for_window_list)
         {
             const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
@@ -5863,6 +6434,8 @@
         // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child.
         // We also disabled this when we have dimming overlay behind this specific one child.
         // FIXME: More 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.
+        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)
@@ -5873,8 +6446,8 @@
 
             // 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;
@@ -5973,8 +6546,20 @@
             NavInitWindow(window, false);
         }
 
+        // 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, title_bar_rect, name, p_open);
 
         // Clear hit test shape every frame
@@ -5989,11 +6574,36 @@
                 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->RootWindow->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->RootWindow != window)
+                    if ((window == window->RootWindow) && !(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.
-        window->DC.LastItemId = window->MoveId;
-        window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
-        window->DC.LastItemRect = title_bar_rect;
+        if (window->DockIsActive)
+        {
+            window->DC.LastItemId = window->ID;
+            window->DC.LastItemStatusFlags = window->DockTabItemStatusFlags;
+            window->DC.LastItemRect = window->DockTabItemRect;
+        }
+        else
+        {
+            window->DC.LastItemId = window->MoveId;
+            window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
+            window->DC.LastItemRect = title_bar_rect;
+        }
+
 #ifdef IMGUI_ENABLE_TEST_ENGINE
         if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
             IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId);
@@ -6002,10 +6612,12 @@
     else
     {
         // Append
+        SetCurrentViewport(window, window->Viewport);
         SetCurrentWindow(window);
     }
 
-    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)
     if (first_begin_of_the_frame)
@@ -6014,11 +6626,23 @@
     window->BeginCount++;
     g.NextWindowData.ClearFlags();
 
+    // 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)
             if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
                 window->HiddenFramesCanSkipItems = 1;
@@ -6061,24 +6685,32 @@
     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->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.CurrentWindowStack.pop_back();
     if (window->Flags & ImGuiWindowFlags_Popup)
         g.BeginPopupStack.pop_back();
     ErrorCheckBeginEndCompareStacksSize(window, false);
     SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
+    if (g.CurrentWindow)
+        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
 }
 
 void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
@@ -6147,20 +6779,30 @@
 
     // 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* focus_front_window = window ? window->RootWindowDockStop : NULL;
     ImGuiWindow* display_front_window = window ? window->RootWindow : 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 focus on active widgets
-    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
+    // 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->RootWindowDockStop != focus_front_window && !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);
 }
 
@@ -6179,9 +6821,13 @@
     {
         // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
         ImGuiWindow* window = g.WindowsFocusOrder[i];
-        if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
+        if (window != ignore_window && window->WasActive && window->RootWindowDockStop == window)
             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;
@@ -6304,11 +6950,11 @@
         switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
         {
         case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
-            if (g.HoveredRootWindow != g.CurrentWindow->RootWindow)
+            if (g.HoveredWindow == NULL || g.HoveredWindow->RootWindowDockStop != g.CurrentWindow->RootWindowDockStop)
                 return false;
             break;
         case ImGuiHoveredFlags_RootWindow:
-            if (g.HoveredWindow != g.CurrentWindow->RootWindow)
+            if (g.HoveredWindow != g.CurrentWindow->RootWindowDockStop)
                 return false;
             break;
         case ImGuiHoveredFlags_ChildWindows:
@@ -6341,9 +6987,9 @@
     switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
     {
     case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
-        return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;
+        return g.NavWindow && g.NavWindow->RootWindowDockStop == g.CurrentWindow->RootWindowDockStop;
     case ImGuiFocusedFlags_RootWindow:
-        return g.NavWindow == g.CurrentWindow->RootWindow;
+        return g.NavWindow == g.CurrentWindow->RootWindowDockStop;
     case ImGuiFocusedFlags_ChildWindows:
         return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
     default:
@@ -6351,12 +6997,24 @@
     }
 }
 
+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.
 bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
 {
-    return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
+    return window->Active && window == window->RootWindowDockStop && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
 }
 
 float ImGui::GetWindowWidth()
@@ -6525,6 +7183,7 @@
     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)
@@ -6583,12 +7242,48 @@
     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;
@@ -6809,6 +7504,48 @@
     // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end 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!");
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+            IM_ASSERT(g.IO.RenderDrawListsFn == NULL);  // Call ImGui::Render() then pass ImGui::GetDrawData() yourself to your render function!
+#endif
+        }
+        else
+        {
+            // Disable feature, our back-ends 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_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()
@@ -7556,7 +8293,7 @@
                 window->HiddenFramesCanSkipItems = 1;
                 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_flags);
 }
 
@@ -7805,7 +8542,7 @@
     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();
@@ -7842,9 +8579,12 @@
     // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
     // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
     if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
-        SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
+    {
+        ImGuiViewportP* viewport = window->WasActive ? window->Viewport : (ImGuiViewportP*)GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
+        SetNextWindowPos(viewport->GetMainRect().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)
     {
@@ -7936,6 +8676,9 @@
 
 // r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
 // r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
+// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
+//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
+//  this allows us to have tooltips/popups displayed out of the parent viewport.)
 ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
 {
     ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
@@ -7989,11 +8732,25 @@
     return pos;
 }
 
+// Note that this is used for popups, which can overlap the non work-area of individual viewports.
 ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window)
 {
-    IM_UNUSED(window);
-    ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;
-    ImRect r_screen = GetViewportRect();
+    ImGuiContext& g = *GImGui;
+    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.Min = window->Viewport->Pos;
+        r_screen.Max = window->Viewport->Pos + window->Viewport->Size;
+    }
+    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;
 }
@@ -8001,15 +8758,13 @@
 ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
 {
     ImGuiContext& g = *GImGui;
-
-    ImRect r_outer = GetWindowAllowedExtentRect(window);
     if (window->Flags & ImGuiWindowFlags_ChildMenu)
     {
         // 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];
+        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_outer = GetWindowAllowedExtentRect(window);
         ImRect r_avoid;
         if (parent_window->DC.MenuBarAppending)
             r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
@@ -8019,6 +8774,7 @@
     }
     if (window->Flags & ImGuiWindowFlags_Popup)
     {
+        ImRect r_outer = GetWindowAllowedExtentRect(window);
         ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);
         return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
     }
@@ -8027,6 +8783,7 @@
         // Position tooltip (always follows mouse)
         float sc = g.Style.MouseCursorScale;
         ImVec2 ref_pos = NavCalcPreferredRefPos();
+        ImRect r_outer = GetWindowAllowedExtentRect(window);
         ImRect r_avoid;
         if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
             r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
@@ -8366,7 +9123,7 @@
 static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
 {
     ImGuiWindow* parent = nav_window;
-    while (parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+    while (parent && parent->RootWindowDockStop != parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
         parent = parent->ParentWindow;
     if (parent && parent != nav_window)
         parent->NavLastChildNavWindow = nav_window;
@@ -8378,6 +9135,9 @@
 {
     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;
 }
 
@@ -8388,8 +9148,8 @@
     if (layer == 0)
         g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow);
     ImGuiWindow* window = g.NavWindow;
-    if (layer == 0 && window->NavLastIds[0] != 0)
-        ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]);
+    if (window->NavLastIds[layer] != 0)
+        ImGui::SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, g.NavWindow->NavRectRel[layer]);
     else
         ImGui::NavInitWindow(window, true);
 }
@@ -8443,7 +9203,7 @@
         // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item.
         const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
         ImVec2 pos = g.NavWindow->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()));
-        ImRect visible_rect = GetViewportRect();
+        ImRect visible_rect = g.NavWindow->Viewport->GetMainRect();
         return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max));   // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
     }
 }
@@ -8596,7 +9356,7 @@
             if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel))
                 ClearActiveID();
         }
-        else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
+        else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow && g.NavWindow != g.NavWindow->RootWindowDockStop)
         {
             // Exit child window
             ImGuiWindow* child_window = g.NavWindow;
@@ -8753,7 +9513,7 @@
 
     // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
     ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
-    g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
+    g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0, 0, 0, 0);
     g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
     g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
     g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
@@ -9031,7 +9791,7 @@
     if (start_windowing_with_gamepad || start_windowing_with_keyboard)
         if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
         {
-            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop
+            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindowDockStop;
             g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
             g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
             g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
@@ -9102,8 +9862,9 @@
     }
 
     // Apply final focus
-    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
+    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowDockStop))
     {
+        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
         ClearActiveID();
         g.NavDisableHighlight = false;
         g.NavDisableMouseHover = true;
@@ -9116,6 +9877,10 @@
         // If the window only has a menu layer, select it directly
         if (apply_focus_window->DC.NavLayerActiveMask == (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;
@@ -9139,8 +9904,11 @@
         g.NavDisableHighlight = false;
         g.NavDisableMouseHover = true;
 
-        // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID.
+        // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID. It however persist on docking tab tabs.
         const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
+        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[ImGuiNavLayer_Menu] = 0;
         NavRestoreLayer(new_nav_layer);
     }
 }
@@ -9152,6 +9920,8 @@
         return "(Popup)";
     if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
         return "(Main menu bar)";
+    if (window->DockNodeAsHost)
+        return "(Dock node)";
     return "(Untitled)";
 }
 
@@ -9166,8 +9936,9 @@
 
     if (g.NavWindowingListWindow == NULL)
         g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
-    SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
-    SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
+    ImGuiViewportP* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ (ImGuiViewportP*)GetMainViewport();
+    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
+    SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
     PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
     Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
     for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
@@ -9954,9 +10725,15 @@
     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)
@@ -9990,8 +10767,14 @@
             window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
         }
         IM_ASSERT(settings->ID == window->ID);
-        settings->Pos = ImVec2ih((short)window->Pos.x, (short)window->Pos.y);
-        settings->Size = ImVec2ih((short)window->SizeFull.x, (short)window->SizeFull.y);
+        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;
     }
 
@@ -10001,9 +10784,26 @@
     {
         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)
+        {
+            // Write DockId as 4 digits if possible. Automatic DockId are small numbers, but full explicit DockSpace() are full ImGuiID range.
+            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");
     }
 }
@@ -10012,15 +10812,4340 @@
 //-----------------------------------------------------------------------------
 // [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]
+// - UpdateViewportsEndFrame() [Internal]
+// - AddUpdateViewport() [Internal]
+// - UpdateSelectWindowViewport() [Internal]
+// - UpdatePlatformWindows()
+// - RenderPlatformWindowsDefault()
+// - FindPlatformMonitorForPos() [Internal]
+// - FindPlatformMonitorForRect() [Internal]
+// - UpdateViewportPlatformMonitor() [Internal]
+// - DestroyPlatformWindow() [Internal]
+// - DestroyPlatformWindows()
+//-----------------------------------------------------------------------------
 
-// (this section is filled in the 'docking' branch)
+ImGuiViewport* ImGui::GetMainViewport()
+{
+    ImGuiContext& g = *GImGui;
+    return g.Viewports[0];
+}
+
+ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
+{
+    ImGuiContext& g = *GImGui;
+    for (int n = 0; n < g.Viewports.Size; n++)
+        if (g.Viewports[n]->ID == id)
+            return g.Viewports[n];
+    return NULL;
+}
+
+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)
+{
+    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;
+
+    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;
+}
+
+static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
+}
+
+// Translate 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 back-end 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 back-end.
+static ImGuiViewportP* 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;
+}
+
+// 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 back-end/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_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)
+        {
+            // Clear references to this viewport in windows (window->ViewportId becomes the master data)
+            for (int window_n = 0; window_n < g.Windows.Size; window_n++)
+                if (g.Windows[window_n]->Viewport == viewport)
+                {
+                    g.Windows[window_n]->Viewport = NULL;
+                    g.Windows[window_n]->ViewportOwned = false;
+                }
+            if (viewport == g.MouseLastHoveredViewport)
+                g.MouseLastHoveredViewport = NULL;
+            g.Viewports.erase(g.Viewports.Data + n);
+
+            // 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_DELETE(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)
+            {
+                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 fucntions like BeginMainMenuBar() to alter them again.
+        viewport->WorkOffsetMin = viewport->CurrWorkOffsetMin;
+        viewport->WorkOffsetMax = viewport->CurrWorkOffsetMax;
+        viewport->CurrWorkOffsetMin = viewport->CurrWorkOffsetMax = ImVec2(0.0f, 0.0f);
+
+        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
+        viewport->Alpha = 1.0f;
+
+        // Translate 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;
+    }
+
+    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))
+        {
+            // Back-end 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 back-end 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)
+    if (g.MovingWindow)
+        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.
+    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.MainViewport = g.Viewports[0];
+    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);
+
+    if (window != NULL)
+    {
+        if (g.MovingWindow && g.MovingWindow->RootWindow == 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;
+    IM_ASSERT(window == NULL || viewport->ID == window->ID);
+
+    if (window != NULL)
+        window->ViewportOwned = true;
+
+    return viewport;
+}
+
+// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
+static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindowFlags flags = window->Flags;
+    window->ViewportAllowPlatformMonitorExtend = -1;
+
+    // Restore main viewport if multi-viewport is not supported by the back-end
+    ImGuiViewportP* main_viewport = g.Viewports[0];
+    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->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
+        window->Viewport = window->ParentWindow->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->RootWindow == 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 to default viewport
+    if (window->Viewport == NULL)
+        window->Viewport = main_viewport;
+
+    // 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))
+        {
+            // 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;
+}
+
+// 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 back-ends)
+        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 back-end 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 back-end cannot provide io.MouseHoveredViewport.
+    // When setting Platform_GetWindowFocus, it is expected that the platform back-end can handle calls without crashing if it doesn't have data stored.
+    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;
+        }
+        if (focused_viewport && g.PlatformLastFocusedViewport != focused_viewport->ID)
+        {
+            if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
+                focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
+            g.PlatformLastFocusedViewport = 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());
+}
+
+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 right-er way may be to leave it to the back-end 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 back-end
+    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
+    // It is convenient for the platform back-end 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 back-end 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)
+//-----------------------------------------------------------------------------
+// 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; }
+};
+
+// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
+struct ImGuiDockNodeSettings
+{
+    ImGuiID             ID;
+    ImGuiID             ParentNodeId;
+    ImGuiID             ParentWindowId;
+    ImGuiID             SelectedWindowId;
+    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() { ID = ParentNodeId = ParentWindowId = SelectedWindowId = 0; SplitAxis = ImGuiAxis_None; Depth = 0; Flags = ImGuiDockNodeFlags_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             DockNodeUpdateVisibleFlagAndInactiveChilds(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);
+    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, bool only_write_to_marked_nodes = false);
+    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
+    static ImGuiDockNode*   DockNodeTreeFindNodeByPos(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()
+// - DockContextUpdateUndocking()
+// - DockContextUpdateDocking()
+// - 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::DockContextUpdateUndocking(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::DockContextUpdateDocking(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiDockContext* dc  = &ctx->DockContext;
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+        return;
+
+    // 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);
+}
+
+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. We should poke in ctx->Nodes to find a suitable ID faster.
+    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->SelectedWindowId;
+        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
+        node->LocalFlags |= (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 one, 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->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->LocalFlags |= ImGuiDockNodeFlags_CentralNode;
+                    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();
+}
+
+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->DockTabIsVisible = false;
+    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);
+        DockNodeMoveWindows(new_node, node);
+        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
+        for (int n = 0; n < new_node->Windows.Size; n++)
+            UpdateWindowParentAndRootLinks(new_node->Windows[n], new_node->Windows[n]->Flags, NULL);
+        node = new_node;
+    }
+    else
+    {
+        // Otherwise extract our node and merging 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_Window;
+    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)
+{
+    if (split_outer)
+    {
+        IM_ASSERT(0);
+    }
+    else
+    {
+        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;
+    }
+    return false;
+}
+
+//-----------------------------------------------------------------------------
+// Docking: ImGuiDockNode
+//-----------------------------------------------------------------------------
+// - DockNodeGetTabOrder()
+// - DockNodeAddWindow()
+// - DockNodeRemoveWindow()
+// - DockNodeMoveChildNodes()
+// - DockNodeMoveWindows()
+// - DockNodeApplyPosSizeToWindows()
+// - DockNodeHideHostWindow()
+// - ImGuiDockNodeFindInfoResults
+// - DockNodeFindInfo()
+// - DockNodeFindWindowByID()
+// - DockNodeUpdateVisibleFlagAndInactiveChilds()
+// - DockNodeUpdateVisibleFlag()
+// - DockNodeStartMouseMovingWindow()
+// - DockNodeUpdate()
+// - DockNodeUpdateWindowMenu()
+// - DockNodeUpdateTabBar()
+// - DockNodeAddTabBar()
+// - DockNodeRemoveTabBar()
+// - DockNodeIsDropAllowedOne()
+// - DockNodeIsDropAllowed()
+// - DockNodeCalcTabBarLayout()
+// - DockNodeCalcSplitRects()
+// - DockNodeCalcDropRectsAndTestMousePos()
+// - DockNodePreviewDockSetup()
+// - DockNodePreviewDockRender()
+//-----------------------------------------------------------------------------
+
+ImGuiDockNode::ImGuiDockNode(ImGuiID id)
+{
+    ID = id;
+    SharedFlags = LocalFlags = ImGuiDockNodeFlags_None;
+    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
+    TabBar = NULL;
+    SplitAxis = ImGuiAxis_None;
+
+    State = ImGuiDockNodeState_Unknown;
+    HostWindow = VisibleWindow = NULL;
+    CentralNode = OnlyNodeWithWindows = NULL;
+    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
+    LastFocusedNodeId = 0;
+    SelectedTabId = 0;
+    WantCloseTabId = 0;
+    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
+    AuthorityForViewport = ImGuiDataAuthority_Auto;
+    IsVisible = true;
+    IsFocused = HasCloseButton = HasWindowMenuButton = EnableCloseButton = false;
+    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
+    MarkedForPosSizeWrite = 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 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);
+
+    node->Windows.push_back(window);
+    node->WantHiddenTabBarUpdate = true;
+    window->DockNode = node;
+    window->DockId = node->ID;
+    window->DockIsActive = (node->Windows.Size > 1);
+    window->DockTabWantClose = false;
+
+    // If more than 2 windows appeared on the same frame, we'll create a new hosting DockNode from the point of the second window submission.
+    // Then we need to hide the first window (after its been output) otherwise it would be visible as a standalone window for one frame.
+    if (node->HostWindow == NULL && node->Windows.Size == 2 && node->Windows[0]->WasActive == false)
+    {
+        node->Windows[0]->Hidden = true;
+        node->Windows[0]->HiddenFramesCanSkipItems = 1;
+    }
+
+    // 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->RootWindow == 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;
+    UpdateWindowParentAndRootLinks(window, window->Flags & ~ImGuiWindowFlags_ChildWindow, 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;
+        }
+    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
+            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++)
+    {
+        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 ImGuiDockNodeFindInfoResults
+{
+    ImGuiDockNode*      CentralNode;
+    ImGuiDockNode*      FirstNodeWithWindows;
+    int                 CountNodesWithWindows;
+    //ImGuiWindowClass  WindowClassForMerges;
+
+    ImGuiDockNodeFindInfoResults() { CentralNode = FirstNodeWithWindows = NULL; CountNodesWithWindows = 0; }
+};
+
+static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeFindInfoResults* results)
+{
+    if (node->Windows.Size > 0)
+    {
+        if (results->FirstNodeWithWindows == NULL)
+            results->FirstNodeWithWindows = node;
+        results->CountNodesWithWindows++;
+    }
+    if (node->IsCentralNode())
+    {
+        IM_ASSERT(results->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.");
+        results->CentralNode = node;
+    }
+    if (results->CountNodesWithWindows > 1 && results->CentralNode != NULL)
+        return;
+    if (node->ChildNodes[0])
+        DockNodeFindInfo(node->ChildNodes[0], results);
+    if (node->ChildNodes[1])
+        DockNodeFindInfo(node->ChildNodes[1], results);
+}
+
+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::DockNodeUpdateVisibleFlagAndInactiveChilds(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)
+    if (node->ChildNodes[0])
+        DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[0]);
+    if (node->ChildNodes[1])
+        DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[1]);
+
+    // Remove inactive windows
+    // Merge node flags overrides stored in windows
+    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--;
+        }
+        else
+        {
+            node->LocalFlags &= ~window->WindowClass.DockNodeFlagsOverrideClear;
+            node->LocalFlags |= window->WindowClass.DockNodeFlagsOverrideSet;
+        }
+    }
+
+    // Auto-hide tab bar option
+    ImGuiDockNodeFlags node_flags = node->GetMergedFlags();
+    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->LocalFlags &= ~ImGuiDockNodeFlags_HiddenTabBar;
+    else if (node->WantHiddenTabBarToggle)
+        node->LocalFlags ^= ImGuiDockNodeFlags_HiddenTabBar;
+    node->WantHiddenTabBarToggle = false;
+
+    DockNodeUpdateVisibleFlag(node);
+}
+
+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);
+    ImVec2 backup_active_click_offset = g.ActiveIdClickOffset;
+    StartMouseMovingWindow(window);
+    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;
+    g.ActiveIdClickOffset = backup_active_click_offset;
+}
+
+// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
+static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
+{
+    DockNodeUpdateVisibleFlagAndInactiveChilds(node);
+
+    // FIXME-DOCK: Merge this scan into the one above.
+    // - 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!)
+    ImGuiDockNodeFindInfoResults results;
+    DockNodeFindInfo(node, &results);
+    node->CentralNode = results.CentralNode;
+    node->OnlyNodeWithWindows = (results.CountNodesWithWindows == 1) ? results.FirstNodeWithWindows : NULL;
+    if (node->LastFocusedNodeId == 0 && results.FirstNodeWithWindows != NULL)
+        node->LastFocusedNodeId = results.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 = results.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;
+            }
+    }
+}
+
+static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(node->LastFrameActive != g.FrameCount);
+    node->LastFrameAlive = g.FrameCount;
+    node->MarkedForPosSizeWrite = 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->Windows.Size <= 1 && node->IsFloatingNode() && node->IsLeafNode())
+        if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
+            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 = node->EnableCloseButton = 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->GetMergedFlags();
+
+    // 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);
+        node->EnableCloseButton = false;
+        node->HasCloseButton = (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0;
+        node->HasWindowMenuButton = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
+        host_window = node->HostWindow;
+    }
+    else
+    {
+        // [Automatic root or child nodes]
+        node->EnableCloseButton = false;
+        node->HasCloseButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0;
+        node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
+        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];
+            window->DockIsActive = (node->Windows.Size > 1);
+            node->EnableCloseButton |= window->HasCloseButton;
+        }
+
+        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;
+
+            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
+            Begin(window_label, NULL, window_flags);
+            PopStyleVar();
+            beginned_into_host_window = true;
+
+            node->HostWindow = host_window = g.CurrentWindow;
+            host_window->DockNodeAsHost = node;
+            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->RootWindowDockStop->DockNode && g.NavWindow->RootWindowDockStop->ParentWindow == host_window)
+            node->LastFocusedNodeId = g.NavWindow->RootWindowDockStop->DockNode->ID;
+
+    // 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)
+    {
+        host_window->DrawList->ChannelsSplit(2);
+        host_window->DrawList->ChannelsSetCurrent(1);
+    }
+
+    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
+    const 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)
+    {
+        // Add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
+        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
+        ImRect central_hole(central_node->Pos, central_node->Pos + central_node->Size);
+        central_hole.Expand(ImVec2(-WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, -WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS));
+        if (central_node_hole && !central_hole.IsInverted())
+        {
+            SetWindowHitTestHole(host_window, central_hole.Min, central_hole.Max - central_hole.Min);
+            SetWindowHitTestHole(host_window->ParentWindow, central_hole.Min, central_hole.Max - central_hole.Min);
+        }
+    }
+
+    // Update position/size, process and draw resizing splitters
+    if (node->IsRootNode() && host_window)
+    {
+        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 && !(node_flags & ImGuiDockNodeFlags_PassthruCentralNode))
+        host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_DockingEmptyBg));
+
+    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
+    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);
+        host_window->DrawList->ChannelsMerge();
+    }
+
+    // Draw and populate Tab Bar
+    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->RootWindow != 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())
+            RenderWindowOuterBorders(host_window);
+    }
+
+    // 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];
+                IM_ASSERT(tab->Window != NULL);
+                if (Selectable(tab->Window->Name, tab->ID == tab_bar->SelectedTabId))
+                    ret_tab_id = tab->ID;
+                SameLine();
+                Text("   ");
+            }
+        }
+        EndPopup();
+    }
+    return ret_tab_id;
+}
+
+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->RootWindow && 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;
+        host_window->DC.NavLayerCurrentMask = (1 << 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->GetMergedFlags();
+    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
+    const bool has_close_button = (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0;
+
+    // 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;
+    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos);
+
+    // 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);
+    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, ImDrawCornerFlags_Top);
+
+    // Docking/Collapse button
+    if (has_window_menu_button)
+    {
+        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node))
+            OpenPopup("#WindowMenu");
+        if (IsItemActive())
+            focus_tab_id = tab_bar->SelectedTabId;
+    }
+
+    // Submit new tabs and apply NavWindow focus back to the tab bar. 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 (g.NavWindow && g.NavWindow->RootWindowDockStop == window)
+            tab_bar->SelectedTabId = window->ID;
+        if (TabBarFindTabByID(tab_bar, window->ID) == NULL)
+            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
+    }
+
+    // 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);
+    }
+
+    // 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));
+
+    // 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;
+            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
+                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
+            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
+                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
+
+            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 = host_window->DC.LastItemStatusFlags;
+            window->DockTabItemRect = host_window->DC.LastItemRect;
+
+            // Update navigation ID on menu layer
+            if (g.NavWindow && g.NavWindow->RootWindowDockStop == window && (window->DC.NavLayerActiveMask & (1 << 1)) == 0)
+                host_window->NavLastIds[1] = window->ID;
+        }
+    }
+
+    // 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
+    if (has_close_button && node->VisibleWindow)
+    {
+        if (!node->VisibleWindow->HasCloseButton)
+        {
+            PushItemFlag(ImGuiItemFlags_Disabled, true);
+            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.5f));
+        }
+        const float button_sz = g.FontSize;
+        if (CloseButton(host_window->GetID("#CLOSE"), title_bar_rect.GetTR() + ImVec2(-style.FramePadding.x * 2.0f - button_sz, 0.0f)))
+            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->VisibleTabId))
+            {
+                node->WantCloseTabId = tab->ID;
+                TabBarCloseTab(tab_bar, tab);
+            }
+        //if (IsItemActive())
+        //    focus_tab_id = tab_bar->SelectedTabId;
+        if (!node->VisibleWindow->HasCloseButton)
+        {
+            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);
+        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, 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))
+        {
+            FocusWindow(tab->Window);
+            NavInitWindow(tab->Window, false);
+        }
+
+    EndTabBar();
+    PopID();
+
+    // Restore SkipItems flag
+    if (!node->IsDockSpace())
+    {
+        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+        host_window->DC.NavLayerCurrentMask = (1 << 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;
+    }
+
+    return true;
+}
+
+static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
+{
+    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode())
+        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)
+{
+    ImGuiContext& g = *GImGui;
+    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; }
+
+    ImVec2 window_menu_button_pos = r.Min;
+    r.Min.x += g.Style.FramePadding.x;
+    r.Max.x -= g.Style.FramePadding.x;
+    if (node->HasCloseButton)
+    {
+        r.Max.x -= g.FontSize;// +1.0f; // In DockNodeUpdateTabBar() we currently display a disabled close button even if there is none.
+    }
+    if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
+    {
+        r.Min.x += g.FontSize; // + g.Style.ItemInnerSpacing.x; // <-- Adding ItemInnerSpacing makes the title text moves slightly when in a docking tab bar. Instead we adjusted RenderArrowDockMenu()
+    }
+    else if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Right)
+    {
+        r.Max.x -= g.FontSize + g.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->GetMergedFlags() : root_payload->WindowClass.DockNodeFlagsOverrideSet;
+    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->GetMergedFlags() : 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) || (src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther))
+        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_tabs = GetColorU32(ImGuiCol_TabActive);
+    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);
+    }
+
+    // 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);
+        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->OffsetMax + 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);
+        const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar->Tabs.Size : 1;
+        for (int payload_n = 0; payload_n < payload_count; payload_n++)
+        {
+            // Calculate the tab bounding box for each payload window
+            ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar->Tabs[payload_n].Window : root_payload;
+            if (!DockNodeIsDropAllowedOne(payload, host_window))
+                continue;
+
+            ImVec2 tab_size = TabItemCalcSize(payload->Name, payload->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;
+            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
+            {
+                ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload->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->Name, 0, 0, false);
+                if (!tab_bar_rect.Contains(tab_bb))
+                    overlay_draw_lists[overlay_n]->PopClipRect();
+            }
+        }
+    }
+
+    // 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->GetMergedFlags() & 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);
+    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_;
+    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_;
+
+    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)
+void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, bool only_write_to_marked_nodes)
+{
+    // During the regular dock node update we write to all nodes.
+    // 'only_write_to_marked_nodes' 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_marked_nodes == false) || (node->MarkedForPosSizeWrite);
+    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;
+    if (child_0->IsVisible && child_1->IsVisible)
+    {
+        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.
+        ImGuiContext& g = *GImGui;
+        const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
+
+        // 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 ratio_0 = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
+            child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * ratio_0);
+            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_1->IsCentralNode() && child_0->SizeRef[axis] != 0.0f)
+        {
+            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_0->IsCentralNode() && child_1->SizeRef[axis] != 0.0f)
+        {
+            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];
+    }
+    child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
+
+    if (child_0->IsVisible)
+        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
+    if (child_1->IsVisible)
+        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);
+}
+
+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->GetMergedFlags() | child_1->GetMergedFlags();
+        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);
+
+            // Gather list of nodes that are touching the splitter line. Find resizing limits based on those nodes.
+            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 limits
+                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport());
+                for (int n = 0; n < 2; n++)
+                    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];
+            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER))
+            {
+                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((ImGuiViewportP*)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::DockNodeTreeFindNodeByPos(ImGuiDockNode* node, ImVec2 pos)
+{
+    if (!node->IsVisible)
+        return NULL;
+
+    ImGuiContext& g = *GImGui;
+    const float dock_spacing = g.Style.ItemInnerSpacing.x;
+    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 = DockNodeTreeFindNodeByPos(node->ChildNodes[0], pos))
+        return hovered_node;
+    if (ImGuiDockNode* hovered_node = DockNodeTreeFindNodeByPos(node->ChildNodes[1], pos))
+        return hovered_node;
+
+    // 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.
+    if (node->IsDockSpace() && node->IsRootNode())
+    {
+        if (node->CentralNode && node->IsLeafNode()) // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
+            return node->CentralNode;
+        return DockNodeTreeFindFallbackLeafNode(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.
+void 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;
+
+    // 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);
+    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
+    if (!node)
+    {
+        IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X created\n", id);
+        node = DockContextAddNode(ctx, id);
+        node->LocalFlags |= 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->LocalFlags |= ImGuiDockNodeFlags_DockSpace;
+        return;
+    }
+    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;
+    }
+
+    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?
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
+    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
+    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
+
+    char title[256];
+    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
+
+    if (node->Windows.Size > 0 || node->IsSplitNode())
+        PushStyleColor(ImGuiCol_ChildBg, IM_COL32(0, 0, 0, 0));
+    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
+    Begin(title, NULL, window_flags);
+    PopStyleVar();
+    if (node->Windows.Size > 0 || node->IsSplitNode())
+        PopStyleColor();
+
+    ImGuiWindow* host_window = g.CurrentWindow;
+    host_window->DockNodeAsHost = node;
+    host_window->ChildId = window->GetID(title);
+    node->HostWindow = host_window;
+    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->LocalFlags |= ImGuiDockNodeFlags_CentralNode;
+
+    // Update the node
+    DockNodeUpdate(node);
+
+    g.WithinEndChild = true;
+    End();
+    g.WithinEndChild = false;
+}
+
+// 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(ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
+{
+    if (viewport == NULL)
+        viewport = GetMainViewport();
+
+    SetNextWindowPos(viewport->GetWorkPos());
+    SetNextWindowSize(viewport->GetWorkSize());
+    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.
+ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags)
+{
+    ImGuiContext* ctx = GImGui;
+    ImGuiDockNode* node = NULL;
+    if (flags & ImGuiDockNodeFlags_DockSpace)
+    {
+        DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
+        node = DockContextFindNodeByID(ctx, id);
+    }
+    else
+    {
+        if (id != 0)
+            node = DockContextFindNodeByID(ctx, id);
+        if (!node)
+            node = DockContextAddNode(ctx, id);
+        node->LocalFlags = 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);
+    if (node->IsCentralNode() && node->ParentNode)
+        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);
+                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->LocalFlags |= ImGuiDockNodeFlags_CentralNode;
+        root_node->CentralNode = root_node;
+    }
+}
+
+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->Pos = src_node->Pos;
+    dst_node->Size = src_node->Size;
+    dst_node->SizeRef = src_node->SizeRef;
+    dst_node->SplitAxis = src_node->SplitAxis;
+
+    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);
+
+    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
+    IM_ASSERT(src_node != NULL);
+
+    out_node_remap_pairs->clear();
+    DockBuilderRemoveNode(dst_node_id);
+    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);
+            }
+        }
+}
+
+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->IsVisible = true;
+            ancestor_node->MarkedForPosSizeWrite = true;
+            if (ancestor_node->ParentNode)
+                ancestor_node = ancestor_node->ParentNode;
+        }
+        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
+        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, true);
+    }
+
+    // Add window to node
+    DockNodeAddWindow(node, window, true);
+    IM_ASSERT(node == window->DockNode);
+    return node;
+}
+
+void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
+{
+    ImGuiContext* ctx = GImGui;
+    ImGuiContext& g = *ctx;
+
+    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 DockContextUpdateDocking()
+        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+        if (root_node->LastFrameAlive < g.FrameCount)
+        {
+            DockContextProcessUndockWindow(ctx, window);
+        }
+        else
+        {
+            window->DockIsActive = true;
+            window->DockTabIsVisible = false;
+        }
+        return;
+    }
+
+    // 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)
+    {
+        window->DockIsActive = (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing);
+        window->DockTabIsVisible = false;
+        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 (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->DockTabIsVisible = false;
+    if (node->SharedFlags & 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 tab bar has been visible once.
+    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
+    if (node->TabBar && node->TabBar->CurrFrameVisible != -1)
+        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);
+
+    window->DC.LastItemId = window->MoveId;
+    window = window->RootWindow;
+    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
+    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset);
+    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
+    {
+        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
+        EndDragDropSource();
+    }
+}
+
+void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
+{
+    ImGuiContext* ctx = GImGui;
+    ImGuiContext& g = *ctx;
+
+    //IM_ASSERT(window->RootWindow == window); // May also be a DockSpace
+    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
+    if (!g.DragDropActive)
+        return;
+    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
+        ImGuiDockNode* node = NULL;
+        bool allow_null_target_node = false;
+        if (window->DockNodeAsHost)
+            node = DockNodeTreeFindNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
+        else if (window->DockNode) // && window->DockIsActive)
+            node = window->DockNode;
+        else
+            allow_null_target_node = 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 || allow_null_target_node))
+        {
+            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.SelectedWindowId,&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.SelectedWindowId = 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->SelectedWindowId)
+            buf->appendf(" Selected=0x%08X", node_settings->SelectedWindowId);
+
+#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");
+}
 
 
 //-----------------------------------------------------------------------------
@@ -10153,41 +15278,72 @@
 
 #endif
 
-// Win32 API IME support (for Asian languages, etc.)
-#if defined(_WIN32) && !defined(__GNUC__) && !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/DEBUG WINDOW
 //-----------------------------------------------------------------------------
 
+static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    ImVec2 scale = bb.GetSize() / viewport->Size;
+    ImVec2 off = bb.Min - viewport->Pos * scale;
+    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->SkipItems && (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME-DOCK: Skip hidden docked windows. Identify those betters.
+            continue;
+        if (thumb_window->Viewport != viewport)
+            continue;
+
+        ImRect thumb_r = thumb_window->Rect();
+        ImRect title_r = thumb_window->TitleBarRect();
+        ImRect thumb_r_scaled = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));
+        ImRect title_r_scaled = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
+        thumb_r_scaled.ClipWithFull(bb);
+        title_r_scaled.ClipWithFull(bb);
+        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
+        window->DrawList->AddRectFilled(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_WindowBg, alpha_mul));
+        window->DrawList->AddRectFilled(title_r_scaled.Min, title_r_scaled.Max, ImGui::GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
+        window->DrawList->AddRect(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul));
+        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(thumb_window))
+            window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r_scaled.Min, ImGui::GetColorU32(ImGuiCol_Text, alpha_mul), window_for_title->Name, ImGui::FindRenderedTextEnd(window_for_title->Name));
+    }
+    draw_list->AddRect(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul));
+}
+
+void ImGui::ShowViewportThumbnails()
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = g.CurrentWindow;
+
+    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
+    float SCALE = 1.0f / 8.0f;
+    ImRect bb_full;
+    //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++)
+    //    bb_full.Add(GetPlatformMonitorMainRect(g.PlatformIO.Monitors[n]));
+    for (int n = 0; n < g.Viewports.Size; n++)
+        bb_full.Add(g.Viewports[n]->GetMainRect());
+    ImVec2 p = window->DC.CursorPos;
+    ImVec2 off = p - bb_full.Min * SCALE;
+    //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++)
+    //    window->DrawList->AddRect(off + g.PlatformIO.Monitors[n].MainPos * SCALE, off + (g.PlatformIO.Monitors[n].MainPos + g.PlatformIO.Monitors[n].MainSize) * SCALE, ImGui::GetColorU32(ImGuiCol_Border));
+    for (int n = 0; n < g.Viewports.Size; n++)
+    {
+        ImGuiViewportP* viewport = g.Viewports[n];
+        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
+        RenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
+    }
+    ImGui::Dummy(bb_full.GetSize() * SCALE);
+}
+
 #ifndef IMGUI_DISABLE_METRICS_WINDOW
+
 // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
 static void MetricsHelpMarker(const char* desc)
 {
@@ -10224,6 +15380,7 @@
     static int  show_tables_rect_type = TRT_WorkRect;
     static bool show_drawcmd_mesh = true;
     static bool show_drawcmd_aabb = true;
+    static bool show_docking_nodes = false;
 
     // Basic info
     ImGuiContext& g = *GImGui;
@@ -10240,6 +15397,8 @@
     // - NodeColumns()
     // - NodeWindow()
     // - NodeWindows()
+    // - NodeViewport()
+    // - NodeDockNode()
     // - NodeTabBar()
     // - NodeStorage()
     struct Funcs
@@ -10257,10 +15416,9 @@
             return ImRect();
         }
 
-        static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb)
+        static void NodeDrawCmdShowMeshAndBoundingBox(ImDrawList* fg_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb)
         {
             IM_ASSERT(show_mesh || show_aabb);
-            ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
             ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
 
             // Draw wire-frame version of all triangles
@@ -10289,7 +15447,8 @@
             fg_draw_list->Flags = backup_flags;
         }
 
-        static void NodeDrawList(ImGuiWindow* window, 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.
+        static void NodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, ImDrawList* draw_list, const char* label)
         {
             bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
             if (draw_list == ImGui::GetWindowDrawList())
@@ -10300,8 +15459,8 @@
                 return;
             }
 
-            ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
-            if (window && IsItemHovered())
+            ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
+            if (window && fg_draw_list && ImGui::IsItemHovered())
                 fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
             if (!node_open)
                 return;
@@ -10327,7 +15486,7 @@
                     pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
                 bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
                 if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list)
-                    NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb);
+                    NodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb);
                 if (!pcmd_node_open)
                     continue;
 
@@ -10346,7 +15505,7 @@
                 ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
                 ImGui::Selectable(buf);
                 if (ImGui::IsItemHovered() && fg_draw_list)
-                    NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false);
+                    NodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, elem_offset, true, false);
 
                 // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
                 ImGuiListClipper clipper(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
@@ -10419,12 +15578,13 @@
                 ImGui::TextDisabled("Note: some memory buffers have been compacted/freed.");
 
             ImGuiWindowFlags flags = window->Flags;
-            NodeDrawList(window, window->DrawList, "DrawList");
+            NodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
             ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y);
             ImGui::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" : "");
+            ImGui::BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
             ImGui::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" : "");
             ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
             ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
@@ -10434,7 +15594,13 @@
                 ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
             else
                 ImGui::BulletText("NavRectRel[0]: <None>");
+            ImGui::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);
+            ImGui::BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
+            ImGui::BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
+            if (window->DockNode || window->DockNodeAsHost)
+                NodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
             if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
+            if (window->RootWindowDockStop != window->RootWindow) NodeWindow(window->RootWindowDockStop, "RootWindowDockStop");
             if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow");
             if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
             if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
@@ -10453,6 +15619,77 @@
                 settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
         }
 
+        static void NodeViewport(ImGuiViewportP* viewport)
+        {
+            ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+            if (ImGui::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;
+                ImGui::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,
+                    viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
+                if (viewport->Idx > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200,200); if (viewport->Window) viewport->Window->Pos = ImVec2(200,200); } }
+                ImGui::BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s", viewport->Flags,
+                    (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
+                    (flags & ImGuiViewportFlags_NoFocusOnAppearing)  ? " NoFocusOnAppearing"  : "", (flags & ImGuiViewportFlags_NoInputs)     ? " NoInputs"     : "",
+                    (flags & ImGuiViewportFlags_NoRendererClear)     ? " NoRendererClear"     : "", (flags & ImGuiViewportFlags_Minimized)    ? " Minimized"    : "",
+                    (flags & ImGuiViewportFlags_NoAutoMerge)         ? " NoAutoMerge"         : "");
+                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++)
+                        Funcs::NodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
+                ImGui::TreePop();
+            }
+        }
+
+        static void NodeDockNode(ImGuiDockNode* node, const char* label)
+        {
+            ImGuiContext& g = *GImGui;
+            bool open;
+            if (node->Windows.Size > 0)
+                open = ImGui::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 = ImGui::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 (open)
+            {
+                IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
+                IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
+                ImGui::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);
+                NodeWindow(node->HostWindow, "HostWindow");
+                NodeWindow(node->VisibleWindow, "VisibleWindow");
+                ImGui::BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
+                ImGui::BulletText("Misc:%s%s%s%s%s",
+                    node->IsDockSpace() ? " IsDockSpace" : "",
+                    node->IsCentralNode() ? " IsCentralNode" : "",
+                    (g.FrameCount - node->LastFrameAlive < 2) ? " IsAlive" : "",
+                    (g.FrameCount - node->LastFrameActive < 2) ? " IsActive" : "",
+                    node->WantLockSizeOnce ? " WantLockSizeOnce" : "");
+                if (ImGui::TreeNode("flags", "LocalFlags: 0x%04X SharedFlags: 0x%04X", node->LocalFlags, node->SharedFlags))
+                {
+                    ImGui::CheckboxFlags("LocalFlags: NoDocking", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoDocking);
+                    ImGui::CheckboxFlags("LocalFlags: NoSplit", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoSplit);
+                    ImGui::CheckboxFlags("LocalFlags: NoResize", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoResize);
+                    ImGui::CheckboxFlags("LocalFlags: NoResizeX", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoResizeX);
+                    ImGui::CheckboxFlags("LocalFlags: NoResizeY", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoResizeY);
+                    ImGui::CheckboxFlags("LocalFlags: NoTabBar", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoTabBar);
+                    ImGui::CheckboxFlags("LocalFlags: HiddenTabBar", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_HiddenTabBar);
+                    ImGui::CheckboxFlags("LocalFlags: NoWindowMenuButton", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoWindowMenuButton);
+                    ImGui::CheckboxFlags("LocalFlags: NoCloseButton", (ImU32*)&node->LocalFlags, ImGuiDockNodeFlags_NoCloseButton);
+                    ImGui::TreePop();
+                }
+                if (node->ParentNode)
+                    NodeDockNode(node->ParentNode, "ParentNode");
+                if (node->ChildNodes[0])
+                    NodeDockNode(node->ChildNodes[0], "Child[0]");
+                if (node->ChildNodes[1])
+                    NodeDockNode(node->ChildNodes[1], "Child[1]");
+                if (node->TabBar)
+                    NodeTabBar(node->TabBar);
+                ImGui::TreePop();
+            }
+        }
+
         static void NodeTabBar(ImGuiTabBar* tab_bar)
         {
             // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
@@ -10460,7 +15697,13 @@
             char* p = buf;
             const char* buf_end = buf + IM_ARRAYSIZE(buf);
             p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : "");
-            IM_UNUSED(p);
+            if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
+            {
+                p += ImFormatString(p, buf_end - p, "  { ");
+                for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
+                    p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", tab_bar->Tabs[tab_n].Window->Name);
+                p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
+            }
             if (ImGui::TreeNode(tab_bar, "%s", buf))
             {
                 for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
@@ -10469,7 +15712,7 @@
                     ImGui::PushID(tab);
                     if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2);
                     if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine();
-                    ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "");
+                    ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "");
                     ImGui::PopID();
                 }
                 ImGui::TreePop();
@@ -10522,10 +15765,28 @@
     // Contents
     Funcs::NodeWindows(g.Windows, "Windows");
     //Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder");
-    if (ImGui::TreeNode("DrawLists", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
+    if (ImGui::TreeNode("Viewport", "Viewports (%d)", g.Viewports.Size))
     {
-        for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
-            Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList");
+        ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
+        ImGui::ShowViewportThumbnails();
+        ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
+        bool open = ImGui::TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
+        ImGui::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];
+                ImGui::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);
+            }
+            ImGui::TreePop();
+        }
+        for (int i = 0; i < g.Viewports.Size; i++)
+            Funcs::NodeViewport(g.Viewports[i]);
         ImGui::TreePop();
     }
 
@@ -10565,6 +15826,17 @@
 #ifdef IMGUI_HAS_DOCK
     if (ImGui::TreeNode("Dock nodes"))
     {
+        static bool root_nodes_only = true;
+        ImGuiDockContext* dc = &g.DockContext;
+        ImGui::Checkbox("List root nodes", &root_nodes_only);
+        ImGui::Checkbox("Ctrl shows window dock info", &show_docking_nodes);
+        if (ImGui::SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
+        ImGui::SameLine();
+        if (ImGui::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())
+                    Funcs::NodeDockNode(node, "Node");
         ImGui::TreePop();
     }
 #endif // #ifdef IMGUI_HAS_DOCK
@@ -10609,6 +15881,29 @@
 #endif // #ifdef IMGUI_HAS_TABLE
 
 #ifdef IMGUI_HAS_DOCK
+        if (ImGui::TreeNode("SettingsDocking", "Settings packed data: Docking"))
+        {
+            ImGuiDockContext* dc = &g.DockContext;
+            ImGui::Text("In SettingsWindows:");
+            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+                if (settings->DockId != 0)
+                    ImGui::BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId);
+            ImGui::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->SelectedWindowId)
+                {
+                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedWindowId))
+                        selected_tab_name = window->Name;
+                    else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedWindowId))
+                        selected_tab_name = window_settings->GetName();
+                }
+                ImGui::BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedWindowId, selected_tab_name ? selected_tab_name : settings->SelectedWindowId ? "N/A" : "");
+            }
+            ImGui::TreePop();
+        }
 #endif // #ifdef IMGUI_HAS_DOCK
 
         if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
@@ -10639,6 +15934,7 @@
         ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
         ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
         ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
+        ImGui::Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
         ImGui::TreePop();
     }
 
@@ -10682,6 +15978,27 @@
     // Overlay: Display Docking info
     if (show_docking_nodes && g.IO.KeyCtrl)
     {
+        ImGuiDockContext* dc = &g.DockContext;
+        for (int n = 0; n < dc->Nodes.Data.Size; n++)
+            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+            {
+                ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+                if (ImGuiDockNode* hovered_node = DockNodeTreeFindNodeByPos(root_node, g.IO.MousePos))
+                    if (hovered_node != node)
+                        continue;
+                char buf[64] = "";
+                char* p = buf;
+                ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)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
 
diff --git a/imgui.h b/imgui.h
index 782a44e..ba531fd 100644
--- a/imgui.h
+++ b/imgui.h
@@ -27,11 +27,12 @@
 // ImVector<>
 // ImGuiStyle
 // ImGuiIO
-// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
+// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
 // Obsolete functions
 // Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
 // Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
 // Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
+// Platform interface for multi-viewport support (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiViewportFlags, ImGuiViewport)
 
 */
 
@@ -62,6 +63,8 @@
 #define IMGUI_VERSION               "1.78 WIP"
 #define IMGUI_VERSION_NUM           17704
 #define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
+#define IMGUI_HAS_VIEWPORT          1 // Viewport WIP branch
+#define IMGUI_HAS_DOCK              1 // 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 bindings files (imgui_impl_xxx.h)
@@ -130,11 +133,15 @@
 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, used by IMGUI_ONCE_UPON_A_FRAME macro
 struct ImGuiPayload;                // User data payload for drag and drop operations
+struct ImGuiPlatformIO;             // Multi-viewport support: interface for Platform/Renderer back-ends + 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
 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;               // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
+struct ImGuiWindowClass;            // Window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info)
 
 // Enums/Flags (declared as int for compatibility with old C++, to allow using as flags 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!
@@ -157,6 +164,7 @@
 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 ImGuiDragFlags;         // -> enum ImGuiDragFlags_       // Flags: for DragFloat(), DragInt() etc.
 typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
 typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
@@ -169,6 +177,7 @@
 typedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
 typedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
 typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
+typedef int ImGuiViewportFlags;     // -> enum ImGuiViewportFlags_   // Flags: for ImGuiViewport
 typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()
 
 // Other types
@@ -301,6 +310,8 @@
     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 ImGuiViewport*GetWindowViewport();                        // get viewport currently associated to the current window.
     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)
@@ -314,6 +325,7 @@
     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().
@@ -396,8 +408,8 @@
     IMGUI_API void          SetCursorPosX(float local_x);                                   //    GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
     IMGUI_API void          SetCursorPosY(float local_y);                                   //
     IMGUI_API ImVec2        GetCursorStartPos();                                            // initial cursor position in window coordinates
-    IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
-    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position in absolute screen coordinates [0..io.DisplaySize]
+    IMGUI_API ImVec2        GetCursorScreenPos();                                           // cursor position in absolute screen coordinates (0..io.DisplaySize) or natural OS coordinates when using multiple viewport. Useful to work with ImDrawList API.
+    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                          // cursor position in absolute screen coordinates (0..io.DisplaySize) or natural OS coordinates when using multiple viewport.
     IMGUI_API void          AlignTextToFramePadding();                                      // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
     IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
     IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
@@ -651,12 +663,28 @@
     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.
     IMGUI_API void          EndTabItem();                                                       // only call EndTabItem() if BeginTabItem() returns true!
     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!
+    // - To dock windows: if io.ConfigDockingWithShift == false (default) drag window from their title bar.
+    // - To dock windows: if io.ConfigDockingWithShift == true: hold SHIFT anywhere while moving windows.
+    // About DockSpace:
+    // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
+    // - DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
+    IMGUI_API void          DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
+    IMGUI_API ImGuiID       DockSpaceOverViewport(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 (FIXME-DOCK)
+    IMGUI_API void          SetNextWindowClass(const ImGuiWindowClass* window_class);           // set next window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info)
+    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)
@@ -712,8 +740,10 @@
     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)
@@ -784,6 +814,17 @@
     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 back-end to setup + viewports list.
+    IMGUI_API ImGuiViewport*    GetMainViewport();                                              // main viewport. same as GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0].
+    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 back-end 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 back-ends.
+    IMGUI_API ImGuiViewport*    FindViewportByPlatformHandle(void* platform_handle);            // this is a helper for back-ends. the type platform_handle is decided by the back-end (e.g. HWND, MyWindow*, GLFWwindow* etc.)
+
 } // namespace ImGui
 
 //-----------------------------------------------------------------------------
@@ -799,7 +840,7 @@
     ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
     ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programmatically)
     ImGuiWindowFlags_NoScrollWithMouse      = 1 << 4,   // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
-    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it
+    ImGuiWindowFlags_NoCollapse             = 1 << 5,   // Disable user collapsing window by double-clicking on it. Also referred to as "window menu button" within a docking node.
     ImGuiWindowFlags_AlwaysAutoResize       = 1 << 6,   // Resize every window to its content every frame
     ImGuiWindowFlags_NoBackground           = 1 << 7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
     ImGuiWindowFlags_NoSavedSettings        = 1 << 8,   // Never load/save settings in .ini file
@@ -814,6 +855,8 @@
     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,  // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
+    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,
@@ -824,7 +867,8 @@
     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_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_ShowBorders          = 1 << 7,   // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows.
@@ -982,6 +1026,21 @@
     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 programatically 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_
 {
@@ -1115,6 +1174,15 @@
     ImGuiConfigFlags_NoMouse                = 1 << 4,   // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
     ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end 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 ImGuiConfigFlags_PlatformHasViewports + ImGuiConfigFlags_RendererHasViewports set by the respective back-ends)
+    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 back-end/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.
@@ -1127,7 +1195,12 @@
     ImGuiBackendFlags_HasGamepad            = 1 << 0,   // Back-end Platform supports gamepad and currently has one connected.
     ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
     ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
-    ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3    // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
+    ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3,   // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
+
+    // [BETA] Viewports
+    ImGuiBackendFlags_PlatformHasViewports  = 1 << 10,  // Back-end Platform supports multiple viewports.
+    ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11,  // Back-end 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 how the examples/ back-end handle it!
+    ImGuiBackendFlags_RendererHasViewports  = 1 << 12   // Back-end Renderer supports multiple viewports.
 };
 
 // Enumeration for PushStyleColor() / PopStyleColor()
@@ -1171,6 +1244,8 @@
     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,
@@ -1482,7 +1557,7 @@
     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 back-end 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).
@@ -1508,7 +1583,7 @@
 
     ImGuiConfigFlags   ConfigFlags;             // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
     ImGuiBackendFlags  BackendFlags;            // = 0              // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
-    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels.
+    ImVec2      DisplaySize;                    // <unset>          // Main display size, in pixels. This is for the default viewport.
     float       DeltaTime;                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds.
     float       IniSavingRate;                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
     const char* IniFilename;                    // = "imgui.ini"    // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
@@ -1527,6 +1602,18 @@
     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           // [BETA] 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 back-end to setup a parent/child relationship between the OS windows (some back-end 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 back-end 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 (was called io.OptMacOSXBehaviors prior to 1.63)
@@ -1553,11 +1640,6 @@
     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.
-
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
     // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
     // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
@@ -1575,6 +1657,7 @@
     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 back-ends.
+    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
@@ -1686,6 +1769,27 @@
     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 back-end via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
+// - To the platform back-end 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 back-end. If non-zero, the platform back-end can create a parent<>child relationship between the platform windows. Not conforming back-ends 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.
+    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!)
+    ImGuiDockNodeFlags  DockNodeFlagsOverrideClear; // [EXPERIMENTAL]
+    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() { ClassId = 0; ParentViewportId = 0; ViewportFlagsOverrideSet = ViewportFlagsOverrideClear = 0x00; DockNodeFlagsOverrideSet = DockNodeFlagsOverrideClear = 0x00; DockingAlwaysTabBar = false; DockingAllowUnclassed = true; }
+};
+
 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
 struct ImGuiPayload
 {
@@ -2074,7 +2178,7 @@
 // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
 // access the current window draw list and draw custom primitives.
 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
-// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
+// All positions are generally in pixel coordinates (generally top-left at 0,0, bottom-right at io.DisplaySize, unless multiple viewports are used), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
 // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
 struct ImDrawList
 {
@@ -2200,11 +2304,12 @@
     ImVec2          DisplayPos;             // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
     ImVec2          DisplaySize;            // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
     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()    { Valid = false; Clear(); }
     ~ImDrawData()   { Clear(); }
-    void Clear()    { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
+    void Clear()    { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); OwnerViewport = NULL; } // The ImDrawList are owned by ImGuiContext!
     IMGUI_API void  DeIndexAllBuffers();                    // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
     IMGUI_API void  ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
 };
@@ -2453,6 +2558,181 @@
     IMGUI_API bool              IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
 };
 
+//-----------------------------------------------------------------------------
+// [BETA] Platform interface for multi-viewport support
+//-----------------------------------------------------------------------------
+// (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 back-end 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 back-end from the examples/ folder:
+// - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// - Back-end:     The back-end 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 back-end:
+// - 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 back-ends if you can. Either way, carefully follow and refer to examples/ back-ends for details.
+// - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// - Back-end:     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 back-ends.
+// - 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 - Back-end 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 back-ends 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 window transparency
+    void    (*Platform_UpdateWindow)(ImGuiViewport* vp);                    // . . U . .  // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform back-end 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 back-end 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/back-end. 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")
+    ImGuiViewport*                  MainViewport;                           // Guaranteed to be == Viewports[0]
+    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; }
+};
+
+// Flags stored in ImGuiViewport::Flags, giving indications to the platform back-ends.
+enum ImGuiViewportFlags_
+{
+    ImGuiViewportFlags_None                     = 0,
+    ImGuiViewportFlags_NoDecoration             = 1 << 0,   // 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 << 1,   // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
+    ImGuiViewportFlags_NoFocusOnAppearing       = 1 << 2,   // Platform Window: Don't take focus when created.
+    ImGuiViewportFlags_NoFocusOnClick           = 1 << 3,   // Platform Window: Don't take focus when clicked on.
+    ImGuiViewportFlags_NoInputs                 = 1 << 4,   // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
+    ImGuiViewportFlags_NoRendererClear          = 1 << 5,   // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
+    ImGuiViewportFlags_TopMost                  = 1 << 6,   // Platform Window: Display on top (for tooltips only).
+    ImGuiViewportFlags_Minimized                = 1 << 7,   // 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 << 8,   // 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 << 9    // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window).
+};
+
+// The viewports created and managed by Dear ImGui. The role of the platform back-end is to create the platform/OS windows corresponding to each viewport.
+// - Main Area = entire viewport.
+// - Work Area = entire viewport minus sections optionally used by menu bars, status bars. Some positioning code will prefer to use this. Window are also trying to stay within this area.
+struct ImGuiViewport
+{
+    ImGuiID             ID;                     // Unique identifier for the viewport
+    ImGuiViewportFlags  Flags;                  // See ImGuiViewportFlags_
+    ImVec2              Pos;                    // Main Area: Position of the viewport (the imgui coordinates are the same as OS desktop/native coordinates)
+    ImVec2              Size;                   // Main Area: Size of the viewport.
+    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).
+    float               DpiScale;               // 1.0f = 96 DPI = No extra scale.
+    ImDrawData*         DrawData;               // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
+    ImGuiID             ParentViewportId;       // (Advanced) 0: no parent. Instruct the platform back-end to setup a parent/child relationship between platform windows.
+
+    // Our design separate the Renderer and Platform back-ends to facilitate combining default back-ends with each others.
+    // When our create your own back-end 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 back-end 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()     { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestMove = PlatformRequestResize = PlatformRequestClose = false; }
+    ~ImGuiViewport()    { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
+
+    // Access work-area rectangle with GetWorkXXX functions (see comments above)
+    ImVec2              GetCenter()             { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
+    ImVec2              GetWorkPos()            { return ImVec2(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y); }
+    ImVec2              GetWorkSize()           { return ImVec2(Size.x - WorkOffsetMin.x + WorkOffsetMax.x, Size.y - WorkOffsetMin.y + WorkOffsetMax.y); } // This not clamped
+};
+
 #if defined(__clang__)
 #pragma clang diagnostic pop
 #elif defined(__GNUC__)
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index 4715023..93c50a5 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -57,6 +57,7 @@
 // [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay()
 // [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()
 
 */
@@ -139,6 +140,7 @@
 #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);
@@ -168,6 +170,16 @@
     }
 }
 
+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 display basic user controls.
 void ImGui::ShowUserGuide()
 {
@@ -373,7 +385,9 @@
 
     // 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;
     static bool show_app_log = false;
     static bool show_app_layout = false;
@@ -386,7 +400,8 @@
     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);
@@ -424,6 +439,7 @@
     static bool no_nav = false;
     static bool no_background = false;
     static bool no_bring_to_front = false;
+    static bool no_docking = false;
 
     ImGuiWindowFlags window_flags = 0;
     if (no_titlebar)        window_flags |= ImGuiWindowFlags_NoTitleBar;
@@ -435,11 +451,13 @@
     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 (no_close)           p_open = NULL; // Don't pass our bool* to Begin
 
     // We specify a default position/size in case there's no data in the .ini file.
     // We only do it to make the demo applications a little more welcoming, but typically this isn't required.
-    ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    ImGui::SetNextWindowPos(ImVec2(main_viewport->GetWorkPos().x + 650, main_viewport->GetWorkPos().y + 20), ImGuiCond_FirstUseEver);
     ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
 
     // Main body of the Demo window starts here.
@@ -479,6 +497,7 @@
             ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay);
             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();
         }
@@ -543,6 +562,39 @@
             }
             ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
             ImGui::SameLine(); HelpMarker("Instruct back-end to not alter mouse cursor shape and visibility.");
+
+            ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_DockingEnable);
+            ImGui::SameLine(); HelpMarker(io.ConfigDockingWithShift ? "[beta] Use SHIFT to dock window into each others." : "[beta] Drag from title bar to dock windows into each others.");
+            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 (allows 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", (unsigned int *)&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 back-ends 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 back-ends 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 back-ends won't refresh the parenting right away).");
+                ImGui::Unindent();
+            }
+
             ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
             ImGui::SameLine(); HelpMarker("Set to false to disable blinking cursor, for users who consider it distracting");
             ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
@@ -560,13 +612,15 @@
             HelpMarker(
                 "Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.\n"
                 "Here we expose then as read-only fields to avoid breaking interactions with your back-end.");
-
             // Make a local copy to avoid modifying actual back-end flags.
             ImGuiBackendFlags backend_flags = io.BackendFlags;
-            ImGui::CheckboxFlags("io.BackendFlags: HasGamepad",           (unsigned int*)&backend_flags, ImGuiBackendFlags_HasGamepad);
-            ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors",      (unsigned int*)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
-            ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos",       (unsigned int*)&backend_flags, ImGuiBackendFlags_HasSetMousePos);
-            ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int*)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
+            ImGui::CheckboxFlags("io.BackendFlags: HasGamepad",             (unsigned int*)&backend_flags, ImGuiBackendFlags_HasGamepad);
+            ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors",        (unsigned int*)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
+            ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos",         (unsigned int*)&backend_flags, ImGuiBackendFlags_HasSetMousePos);
+            ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports",   (unsigned int*)&backend_flags, ImGuiBackendFlags_PlatformHasViewports);
+            ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",(unsigned int*)&backend_flags, ImGuiBackendFlags_HasMouseHoveredViewport);
+            ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset",   (unsigned int*)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
+            ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports",   (unsigned int*)&backend_flags, ImGuiBackendFlags_RendererHasViewports);
             ImGui::TreePop();
             ImGui::Separator();
         }
@@ -610,6 +664,7 @@
         ImGui::Checkbox("No nav", &no_nav); ImGui::SameLine(300);
         ImGui::Checkbox("No background", &no_background);
         ImGui::Checkbox("No bring to front", &no_bring_to_front);
+        ImGui::Checkbox("No docking", &no_docking);
     }
 
     // All demo contents
@@ -2123,10 +2178,13 @@
 
         // 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()
             {
@@ -3088,7 +3146,10 @@
             ImGui::OpenPopup("Delete?");
 
         // Always center this window when appearing
-        ImVec2 center(ImGui::GetIO().DisplaySize.x * 0.5f, ImGui::GetIO().DisplaySize.y * 0.5f);
+        ImVec2 center = ImGui::GetMainViewport()->GetCenter();
+        //ImVec2 parent_pos = ImGui::GetWindowPos();
+        //ImVec2 parent_size = ImGui::GetWindowSize();
+        //ImVec2 center(parent_pos.x + parent_size.x * 0.5f, parent_pos.y + parent_size.y * 0.5f);
         ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
 
         if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
@@ -3673,6 +3734,12 @@
 #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");
@@ -3683,7 +3750,19 @@
         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");
@@ -3693,7 +3772,10 @@
         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);
@@ -4980,6 +5062,8 @@
     ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
     if (ImGui::Begin("Example: Constrained Resize", p_open, flags))
     {
+        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)); }
@@ -5002,17 +5086,22 @@
 // + a context-menu to choose which corner of the screen to use.
 static void ShowExampleAppSimpleOverlay(bool* p_open)
 {
+    // FIXME-VIEWPORT: Select a default viewport
     const float DISTANCE = 10.0f;
     static int corner = 0;
     ImGuiIO& io = ImGui::GetIO();
     if (corner != -1)
     {
-        ImVec2 window_pos = ImVec2((corner & 1) ? io.DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? io.DisplaySize.y - DISTANCE : DISTANCE);
+        ImGuiViewport* viewport = ImGui::GetMainViewport();
+        ImVec2 work_area_pos = viewport->GetWorkPos();   // Instead of using viewport->Pos we use GetWorkPos() to avoid menu bars, if any!
+        ImVec2 work_area_size = viewport->GetWorkSize();
+        ImVec2 window_pos = ImVec2((corner & 1) ? (work_area_pos.x + work_area_size.x - DISTANCE) : (work_area_pos.x + DISTANCE), (corner & 2) ? (work_area_pos.y + work_area_size.y - DISTANCE) : (work_area_pos.y + DISTANCE));
         ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
         ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
+        ImGui::SetNextWindowViewport(viewport->ID);
     }
     ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
-    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)
         window_flags |= ImGuiWindowFlags_NoMove;
     if (ImGui::Begin("Example: Simple overlay", p_open, window_flags))
@@ -5299,6 +5388,100 @@
 }
 
 //-----------------------------------------------------------------------------
+// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace()
+//-----------------------------------------------------------------------------
+
+// Demonstrate using DockSpace() to create an explicit docking node within an existing window.
+// Note that you already dock windows into each others _without_ a DockSpace() by just moving windows
+// from their title bar (or by holding SHIFT if io.ConfigDockingWithShift is set).
+// DockSpace() is only useful to construct to a central location for your application.
+void ShowExampleAppDockSpace(bool* p_open)
+{
+    static bool opt_fullscreen_persistant = true;
+    bool opt_fullscreen = opt_fullscreen_persistant;
+    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)
+    {
+        ImGuiViewport* viewport = ImGui::GetMainViewport();
+        ImGui::SetNextWindowPos(viewport->GetWorkPos());
+        ImGui::SetNextWindowSize(viewport->GetWorkSize());
+        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;
+    }
+
+    // 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.
+    ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
+    ImGui::Begin("DockSpace Demo", p_open, window_flags);
+    ImGui::PopStyleVar();
+
+    if (opt_fullscreen)
+        ImGui::PopStyleVar(2);
+
+    // 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("Docking"))
+        {
+            // 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_persistant);
+
+            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: PassthruCentralNode",    "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0))     dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode;
+            if (ImGui::MenuItem("Flag: AutoHideTabBar",         "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0))          dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar;
+            ImGui::Separator();
+            if (ImGui::MenuItem("Close DockSpace", 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\n"
+            " > if io.ConfigDockingWithShift==false (default):" "\n"
+            "   drag windows from title bar to dock" "\n"
+            " > if io.ConfigDockingWithShift==true:" "\n"
+            "   drag windows from anywhere and hold Shift to dock" "\n\n"
+            "This demo app has nothing to do with it!" "\n\n"
+            "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window. This is useful so you can decorate your main application window (e.g. with a menu bar)." "\n\n"
+            "ImGui::DockSpace() comes with one hard constraint: it needs to be submitted _before_ any window which may be docked into it. Therefore, if you use a dock spot as the central point of your application, you'll probably want it to be part of the very first window you are submitting to imgui every frame." "\n\n"
+            "(NB: 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 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.)"
+        );
+
+        ImGui::EndMenuBar();
+    }
+
+    ImGui::End();
+}
+
+//-----------------------------------------------------------------------------
 // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
 //-----------------------------------------------------------------------------
 
@@ -5397,11 +5580,25 @@
     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;
@@ -5448,10 +5645,17 @@
                 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();
 
-    // 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))
@@ -5491,6 +5695,53 @@
             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 890c0c2..f4145d0 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -215,6 +215,8 @@
     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);
@@ -270,6 +272,8 @@
     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);
@@ -326,6 +330,8 @@
     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);
@@ -3356,8 +3362,10 @@
 // - RenderBullet()
 // - RenderCheckMark()
 // - RenderMouseCursor()
+// - RenderArrowDockMenu()
 // - RenderArrowPointingAt()
 // - RenderRectFilledRangeH()
+// - RenderRectFilledWithHole()
 //-----------------------------------------------------------------------------
 // Function in need of a redesign (legacy mess)
 // - RenderColorRectWithAlphaCheckerboard()
@@ -3449,6 +3457,14 @@
     }
 }
 
+// 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 * 0.10f, sz * 0.15f), p_min + ImVec2(sz * 0.70f, sz * 0.30f), col);
+    RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.40f, 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;
diff --git a/imgui_internal.h b/imgui_internal.h
index c66478f..1692330 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -94,6 +94,10 @@
 struct ImGuiColumns;                // Storage data for a columns set
 struct ImGuiContext;                // Main Dear ImGui context
 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 ImGuiItemHoveredDataBackup;  // Backup and restore IsItemHovered() internal data
@@ -111,6 +115,7 @@
 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 ImGuiButtonFlags;           // -> enum ImGuiButtonFlags_        // Flags: for ButtonEx(), ButtonBehavior()
 typedef int ImGuiColumnsFlags;          // -> enum ImGuiColumnsFlags_       // Flags: BeginColumns()
@@ -156,6 +161,9 @@
 // [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__)
@@ -163,7 +171,11 @@
 
 // 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_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_VIEWPORT(...)   ((void)0)       // Disable log
+#define IMGUI_DEBUG_LOG_DOCKING(...)    ((void)0)       // Disable log
 
 // Static Asserts
 #if (__cplusplus >= 201100)
@@ -922,7 +934,10 @@
     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
@@ -932,17 +947,22 @@
     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
-    ImVec2                      MenuBarOffsetMinVal;    // *Always on* This is not exposed publicly, so we don't clear it.
+    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)); }
     inline void ClearFlags()    { Flags = ImGuiNextWindowDataFlags_None; }
@@ -1055,7 +1075,113 @@
 //-----------------------------------------------------------------------------
 
 #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/node.
+    ImGuiDockNodeFlags_NoResizeX                = 1 << 21,  // [EXPERIMENTAL] 
+    ImGuiDockNodeFlags_NoResizeY                = 1 << 22,  // [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() 116~160
+struct ImGuiDockNode
+{
+    ImGuiID                 ID;
+    ImGuiDockNodeFlags      SharedFlags;                // Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node)
+    ImGuiDockNodeFlags      LocalFlags;                 // Flags specific to this node
+    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]
+
+    ImGuiDockNodeState      State;
+    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                     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                    HasCloseButton          :1;
+    bool                    HasWindowMenuButton     :1;
+    bool                    EnableCloseButton       :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;
+    bool                    MarkedForPosSizeWrite   :1; // Update by DockNodeTreeUpdatePosSize() write-filtering
+
+    ImGuiDockNode(ImGuiID id);
+    ~ImGuiDockNode();
+    bool                    IsRootNode() const      { return ParentNode == NULL; }
+    bool                    IsDockSpace() const     { return (LocalFlags & ImGuiDockNodeFlags_DockSpace) != 0; }
+    bool                    IsFloatingNode() const  { return ParentNode == NULL && (LocalFlags & ImGuiDockNodeFlags_DockSpace) == 0; }
+    bool                    IsCentralNode() const   { return (LocalFlags & ImGuiDockNodeFlags_CentralNode) != 0; }
+    bool                    IsHiddenTabBar() const  { return (LocalFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle
+    bool                    IsNoTabBar() const      { return (LocalFlags & 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; }
+    ImGuiDockNodeFlags      GetMergedFlags() const  { return SharedFlags | LocalFlags; }
+    ImRect                  Rect() const            { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
+};
+
+struct ImGuiDockContext
+{
+    ImGuiStorage                    Nodes;          // Map ID -> ImGuiDockNode*: Active nodes
+    ImVector<ImGuiDockRequest>      Requests;
+    ImVector<ImGuiDockNodeSettings> NodesSettings;
+    bool                            WantFullRebuild;
+    ImGuiDockContext()              { WantFullRebuild = false; }
+};
+
 #endif // #ifdef IMGUI_HAS_DOCK
 
 //-----------------------------------------------------------------------------
@@ -1063,7 +1189,38 @@
 //-----------------------------------------------------------------------------
 
 #ifdef IMGUI_HAS_VIEWPORT
-// <this is filled in 'docking' branch>
+
+// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)
+// Note that 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                 LastFrameDrawLists[2];    // Last frame number the background (0) and foreground (1) draw lists were used
+    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)
+    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              CurrWorkOffsetMin;        // Work area top-left offset being increased during the frame
+    ImVec2              CurrWorkOffsetMax;        // Work area bottom-right offset being decreased during the frame
+
+    ImGuiViewportP()                { Idx = -1; LastFrameActive = LastFrameDrawLists[0] = LastFrameDrawLists[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]); }
+    ImRect  GetMainRect() const     { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
+    ImRect  GetWorkRect() const     { return ImRect(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y, Pos.x + Size.x + WorkOffsetMax.x, Pos.y + Size.y + WorkOffsetMax.y); }
+    void    ClearRequestFlags()     { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
+};
+
 #endif // #ifdef IMGUI_HAS_VIEWPORT
 
 //-----------------------------------------------------------------------------
@@ -1076,12 +1233,17 @@
 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()       { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = WantApply = false; }
+    ImGuiWindowSettings()       { ID = 0; Pos = Size = ViewportPos = ImVec2ih(0, 0); ViewportId = DockId = ClassId = 0; DockOrder = -1; Collapsed = WantApply = false; }
     char* GetName()             { return (char*)(this + 1); }
 };
 
@@ -1109,7 +1271,10 @@
     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.
@@ -1117,6 +1282,7 @@
     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
@@ -1181,6 +1347,15 @@
     ImVector<ImGuiPopupData>OpenPopupStack;                     // Which popups are open (persistent)
     ImVector<ImGuiPopupData>BeginPopupStack;                    // Which level of BeginPopup() we are in (reset every frame)
 
+    // Viewports
+    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                 PlatformLastFocusedViewport;        // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
+    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'
     ImGuiID                 NavId;                              // Focused item for navigation
@@ -1239,11 +1414,7 @@
     bool                    FocusTabPressed;                    //
 
     // Render
-    ImDrawData              DrawData;                           // Main ImDrawData instance to pass render information to the user
-    ImDrawDataBuilder       DrawDataBuilder;
     float                   DimBgRatio;                         // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
-    ImDrawList              BackgroundDrawList;                 // First draw list to be rendered.
-    ImDrawList              ForegroundDrawList;                 // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays.
     ImGuiMouseCursor        MouseCursor;
 
     // Drag and Drop
@@ -1294,6 +1465,11 @@
     // Platform support
     ImVec2                  PlatformImePos;                     // Cursor position request & last passed to the OS Input Method Editor
     ImVec2                  PlatformImeLastPos;
+    ImGuiViewportP*         PlatformImePosViewport;
+
+    // Extensions
+    // FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
+    ImGuiDockContext        DockContext;
 
     // Settings
     bool                    SettingsLoaded;
@@ -1326,16 +1502,17 @@
     int                     WantTextInputNextFrame;
     char                    TempBuffer[1024 * 3 + 1];           // Temporary text buffer
 
-    ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData)
+    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;
         TestEngineHookItems = false;
         TestEngineHookIdInfo = 0;
@@ -1376,6 +1553,12 @@
         LastActiveId = 0;
         LastActiveIdTimer = 0.0f;
 
+        CurrentDpiScale = 0.0f;
+        CurrentViewport = NULL;
+        MouseViewport = MouseLastHoveredViewport = NULL;
+        PlatformLastFocusedViewport = 0;
+        ViewportFrontMostStampCount = 0;
+
         NavWindow = NULL;
         NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
         NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
@@ -1412,8 +1595,6 @@
         FocusTabPressed = false;
 
         DimBgRatio = 0.0f;
-        BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging
-        ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging
         MouseCursor = ImGuiMouseCursor_Arrow;
 
         DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
@@ -1444,6 +1625,7 @@
         TooltipOverrideCount = 0;
 
         PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
+        PlatformImePosViewport = 0;
 
         SettingsLoaded = false;
         SettingsDirtyTimer = 0.0f;
@@ -1569,7 +1751,12 @@
 {
     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
@@ -1587,6 +1774,7 @@
     ImVec2                  ScrollTargetCenterRatio;            // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
     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
@@ -1611,6 +1799,7 @@
     ImGuiCond               SetWindowPosAllowFlags;             // store acceptable condition flags for SetNextWindowPos() use.
     ImGuiCond               SetWindowSizeAllowFlags;            // store acceptable condition flags for SetNextWindowSize() use.
     ImGuiCond               SetWindowCollapsedAllowFlags;       // store acceptable condition flags for SetNextWindowCollapsed() use.
+    ImGuiCond               SetWindowDockAllowFlags;            // 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.
 
@@ -1630,17 +1819,20 @@
     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<ImGuiColumns>  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)
     ImDrawList              DrawListInst;
     ImGuiWindow*            ParentWindow;                       // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
     ImGuiWindow*            RootWindow;                         // Point to ourself or first ancestor that is not a child window.
+    ImGuiWindow*            RootWindowDockStop;                 // Point to ourself or first ancestor that is not a child window. Doesn't cross through dock nodes. We use this so IsWindowFocused() can behave consistently regardless of docking state.
     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.
 
@@ -1652,6 +1844,17 @@
     int                     MemoryDrawListIdxCapacity;          // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
     int                     MemoryDrawListVtxCapacity;
 
+    // Docking
+    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;
+    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                    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                    DockTabIsVisible    :1;             // Is our window visible this frame? ~~ is the corresponding tab selected?
+    bool                    DockTabWantClose    :1;
+
 public:
     ImGuiWindow(ImGuiContext* context, const char* name);
     ~ImGuiWindow();
@@ -1666,7 +1869,7 @@
 
     // 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; }
@@ -1701,14 +1904,17 @@
 // Extend ImGuiTabItemFlags_
 enum ImGuiTabItemFlagsPrivate_
 {
-    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_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_Unsorted                  = 1 << 21,  // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
+    ImGuiTabItemFlags_Preview                   = 1 << 22   // [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() 26~32 bytes)
+// Storage for one active tab item (sizeof() 32~40 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
     int                 NameOffset;             // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
@@ -1716,7 +1922,7 @@
     float               Width;                  // Width currently displayed
     float               ContentWidth;           // Width of actual contents, stored during BeginTabItem() call
 
-    ImGuiTabItem()      { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
+    ImGuiTabItem()      { ID = 0; Flags = ImGuiTabItemFlags_None; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
 };
 
 // Storage for a tab bar (sizeof() 92~96 bytes)
@@ -1751,6 +1957,8 @@
     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;
     }
@@ -1800,7 +2008,7 @@
     // 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); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
+    inline ImDrawList*      GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
 
     // Init
     IMGUI_API void          Initialize(ImGuiContext* context);
@@ -1809,9 +2017,16 @@
     // 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();
 
+    // 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                  ShowViewportThumbnails();
+
     // Settings
     IMGUI_API void                  MarkIniSettingsDirty();
     IMGUI_API void                  MarkIniSettingsDirty(ImGuiWindow* window);
@@ -1907,6 +2122,52 @@
     inline bool             IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm)      { return (GetNavInputAmount(n, rm) > 0.0f); }
     IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags();
 
+    // 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          DockContextUpdateUndocking(ImGuiContext* ctx);
+    IMGUI_API void          DockContextUpdateDocking(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);
+    inline ImGuiDockNode*   DockNodeGetRootNode(ImGuiDockNode* node)    { while (node->ParentNode) node = node->ParentNode; return node; }
+    inline int              DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; }
+    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();
@@ -1925,12 +2186,14 @@
     IMGUI_API float         GetColumnNormFromOffset(const ImGuiColumns* columns, float offset);
 
     // 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          TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir);
-    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 bool          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);
@@ -1956,6 +2219,7 @@
     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);
 
@@ -1969,7 +2233,7 @@
     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, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);
diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp
index 822441f..f36d127 100644
--- a/imgui_widgets.cpp
+++ b/imgui_widgets.cpp
@@ -480,7 +480,7 @@
         flags |= ImGuiButtonFlags_PressedOnDefault_;
 
     ImGuiWindow* backup_hovered_window = g.HoveredWindow;
-    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window;
+    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window->RootWindow;
     if (flatten_hovered_children)
         g.HoveredWindow = window;
 
@@ -790,7 +790,8 @@
     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;
@@ -801,16 +802,22 @@
     bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
 
     // Render
+    //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed);
+    ImVec2 off = dock_node ? ImVec2(IM_FLOOR(-g.Style.ItemInnerSpacing.x * 0.5f) + 0.5f, 0.0f) : ImVec2(0.0f, 0.0f);
     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 + off + 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;
 }
@@ -4448,7 +4455,10 @@
 
             // 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
@@ -6429,18 +6439,39 @@
     window->DC.MenuBarAppending = false;
 }
 
-// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
 bool ImGui::BeginMainMenuBar()
 {
     ImGuiContext& g = *GImGui;
+    ImGuiViewportP* viewport = g.Viewports[0];
+    ImGuiWindow* menu_bar_window = FindWindowByName("##MainMenuBar");
+
+    // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
     g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
-    SetNextWindowPos(ImVec2(0.0f, 0.0f));
-    SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
+
+    // Get our rectangle at the top of the work area
+    if (menu_bar_window == NULL || menu_bar_window->BeginCount == 0)
+    {
+        // Set window position
+        // We don't attempt to calculate our height ahead, as it depends on the per-viewport font size. However menu-bar will affect the minimum window size so we'll get the right height.
+        ImVec2 menu_bar_pos = viewport->Pos + viewport->CurrWorkOffsetMin;
+        ImVec2 menu_bar_size = ImVec2(viewport->Size.x - viewport->CurrWorkOffsetMin.x + viewport->CurrWorkOffsetMax.x, 1.0f);
+        SetNextWindowPos(menu_bar_pos);
+        SetNextWindowSize(menu_bar_size);
+    }
+
+    // Create window
+    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));
-    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
+    PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0));    // Lift normal size constraint, however the presence of a menu-bar will give us the minimum height we want.
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
     bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
     PopStyleVar(2);
+
+    // Report our size into work area (for next frame) using actual window size
+    menu_bar_window = GetCurrentWindow();
+    if (menu_bar_window->BeginCount == 1)
+        viewport->CurrWorkOffsetMin.y += menu_bar_window->Size.y;
+
     g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
     if (!is_open)
     {
@@ -6713,6 +6744,7 @@
 // - TabBarCalcTabID() [Internal]
 // - TabBarCalcMaxTabWidth() [Internal]
 // - TabBarFindTabById() [Internal]
+// - TabBarAddTab() [Internal]
 // - TabBarRemoveTab() [Internal]
 // - TabBarCloseTab() [Internal]
 // - TabBarScrollClamp()v
@@ -6780,10 +6812,10 @@
     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;
@@ -6800,7 +6832,7 @@
     if (tab_bar->CurrFrameVisible == g.FrameCount)
     {
         //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount);
-        IM_ASSERT(0);
+        //IM_ASSERT(0);
         return true;
     }
 
@@ -6827,6 +6859,13 @@
     // 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);
@@ -6947,7 +6986,7 @@
         // 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->Window ? tab->Window->HasCloseButton : ((tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0);
         tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x;
 
         width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->ContentWidth;
@@ -7011,6 +7050,10 @@
     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_track_selected_tab_id = g.NavWindowingTarget->ID;
+
     // Update scrolling
     if (scroll_track_selected_tab_id)
         if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id))
@@ -7072,6 +7115,38 @@
     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)
+
+    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)
 {
@@ -7247,7 +7322,7 @@
         IM_ASSERT_USER_ERROR(tab_bar, "BeginTabItem() Needs to be called between BeginTabBar() and EndTabBar()!");
         return false;
     }
-    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];
@@ -7275,7 +7350,7 @@
         window->IDStack.pop_back();
 }
 
-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)
@@ -7328,10 +7403,20 @@
     const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);
     tab->LastFrameVisible = g.FrameCount;
     tab->Flags = flags;
+    tab->Window = docked_window;
 
     // Append name with zero-terminator
-    tab->NameOffset = tab_bar->TabsNames.size();
-    tab_bar->TabsNames.append(label, label + strlen(label) + 1);
+    if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
+    {
+        IM_ASSERT(tab->Window != NULL);
+        tab->NameOffset = -1;
+    }
+    else
+    {
+        IM_ASSERT(tab->Window == NULL);
+        tab->NameOffset = tab_bar->TabsNames.size();
+        tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator.
+    }
 
     // If we are not reorderable, always reset offset based on submission order.
     // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!)
@@ -7355,7 +7440,7 @@
         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;
 
@@ -7400,7 +7485,7 @@
 
     // Click to Select a tab
     ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap);
-    if (g.DragDropActive)
+    if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW))
         button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
     bool hovered, held;
     bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
@@ -7408,27 +7493,75 @@
         tab_bar->NextSelectedTabId = id;
     hovered |= (g.HoveredId == 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 (!held)
         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
+        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_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x;
                 if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)
                     TabBarQueueChangeTabOrder(tab_bar, tab, -1);
             }
             else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
             {
+                drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x;
                 if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)
                     TabBarQueueChangeTabOrder(tab_bar, tab, +1);
             }
         }
+
+        // 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_base = g.IO.ConfigDockingWithShift ? g.FontSize * 0.5f : 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;
+                else if (drag_distance_from_edge_x > threshold_x)
+                    if ((tab_bar->ReorderRequestDir < 0 && tab_bar->GetTabOrder(tab) == 0) || (tab_bar->ReorderRequestDir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1))
+                        undocking_tab = true;
+            }
+
+            if (undocking_tab)
+            {
+                // Undock
+                DockContextQueueUndockWindow(&g, docked_window);
+                g.MovingWindow = docked_window;
+                g.ActiveId = g.MovingWindow->MoveId;
+                g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min;
+            }
+        }
     }
 
 #if 0
@@ -7493,6 +7626,16 @@
         ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);
         TabBarRemoveTab(tab_bar, tab_id);
     }
+    else if (ImGuiWindow* window = FindWindowByName(label))
+    {
+        if (window->DockIsActive)
+            if (ImGuiDockNode* node = window->DockNode)
+            {
+                ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label);
+                TabBarRemoveTab(node->TabBar, tab_id);
+                window->DockTabWantClose = true;
+            }
+    }
 }
 
 ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button)
@@ -7516,7 +7659,7 @@
     IM_ASSERT(width > 0.0f);
     const float rounding = ImMax(0.0f, ImMin(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/natvis/imgui.natvis b/misc/natvis/imgui.natvis
index cc768bf..f1082a8 100644
--- a/misc/natvis/imgui.natvis
+++ b/misc/natvis/imgui.natvis
@@ -35,5 +35,9 @@
 <Type Name="ImGuiWindow">
   <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>
\ No newline at end of file