diff --git a/external/imgui/LICENSE.txt b/external/imgui/LICENSE.txt
new file mode 100644
index 0000000000000000000000000000000000000000..3282f5b5b105440af25c030c29bea5a24fddf496
--- /dev/null
+++ b/external/imgui/LICENSE.txt
@@ -0,0 +1,21 @@
+The MIT License (MIT)
+
+Copyright (c) 2014-2024 Omar Cornut
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/external/imgui/backends/imgui_impl_glfw.cpp b/external/imgui/backends/imgui_impl_glfw.cpp
index 01a6a556639778febc42cbcbcde01dd7cb7a9d8e..52500bde4028763c966c46419c4a68539452ced7 100644
--- a/external/imgui/backends/imgui_impl_glfw.cpp
+++ b/external/imgui/backends/imgui_impl_glfw.cpp
@@ -8,7 +8,10 @@
 //  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
 //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
 //  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-//  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// Issues:
+//  [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -25,6 +28,8 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+//  2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
 //  2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
 //               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn
 //               - io.SetClipboardTextFn    -> platform_io.Platform_SetClipboardTextFn
@@ -41,6 +46,7 @@
 //  2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
 //  2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
 //  2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
+//  2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
 //  2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
 //  2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
 //  2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
@@ -125,11 +131,29 @@
 
 // We gather version tests as define in order to easily see which features are version-dependent.
 #define GLFW_VERSION_COMBINED           (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
+#define GLFW_HAS_WINDOW_TOPMOST         (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
+#define GLFW_HAS_WINDOW_HOVERED         (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
+#define GLFW_HAS_WINDOW_ALPHA           (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
+#define GLFW_HAS_PER_MONITOR_DPI        (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
+#if defined(__EMSCRIPTEN__) || defined(__SWITCH__)                      // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
+#define GLFW_HAS_VULKAN                 (0)
+#else
+#define GLFW_HAS_VULKAN                 (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
+#endif
+#define GLFW_HAS_FOCUS_WINDOW           (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
+#define GLFW_HAS_FOCUS_ON_SHOW          (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
+#define GLFW_HAS_MONITOR_WORK_AREA      (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
+#define GLFW_HAS_OSX_WINDOW_POS_FIX     (GLFW_VERSION_COMBINED >= 3301) // 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_COMBINED >= 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_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
+#else
+#define GLFW_HAS_MOUSE_PASSTHROUGH      (0)
+#endif
 #define GLFW_HAS_GAMEPAD_API            (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
 #define GLFW_HAS_GETKEYNAME             (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
 #define GLFW_HAS_GETERROR               (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
@@ -149,9 +173,13 @@ struct ImGui_ImplGlfw_Data
     double                  Time;
     GLFWwindow*             MouseWindow;
     GLFWcursor*             MouseCursors[ImGuiMouseCursor_COUNT];
+    bool                    MouseIgnoreButtonUpWaitForFocusLoss;
+    bool                    MouseIgnoreButtonUp;
     ImVec2                  LastValidMousePos;
+    GLFWwindow*             KeyOwnerWindows[GLFW_KEY_LAST];
     bool                    InstalledCallbacks;
     bool                    CallbacksChainForAllWindows;
+    bool                    WantUpdateMonitors;
 #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
     const char*             CanvasSelector;
 #endif
@@ -184,6 +212,11 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
     return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
 }
 
+// Forward Declarations
+static void ImGui_ImplGlfw_UpdateMonitors();
+static void ImGui_ImplGlfw_InitMultiViewportSupport();
+static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
+
 // Functions
 
 // Not static to allow third-party code to use that if they want to (but undocumented)
@@ -337,6 +370,10 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti
     if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
         bd->PrevUserCallbackMousebutton(window, button, action, mods);
 
+    // Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation
+    if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)
+        return;
+
     ImGui_ImplGlfw_UpdateKeyModifiers(window);
 
     ImGuiIO& io = ImGui::GetIO();
@@ -404,6 +441,9 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
 
     ImGui_ImplGlfw_UpdateKeyModifiers(window);
 
+    if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
+        bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
+
     keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
 
     ImGuiIO& io = ImGui::GetIO();
@@ -418,6 +458,10 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
     if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
         bd->PrevUserCallbackWindowFocus(window, focused);
 
+    // Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events
+    bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);
+    bd->MouseIgnoreButtonUpWaitForFocusLoss = false;
+
     ImGuiIO& io = ImGui::GetIO();
     io.AddFocusEvent(focused != 0);
 }
@@ -429,6 +473,13 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
         bd->PrevUserCallbackCursorPos(window, x, y);
 
     ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        int window_x, window_y;
+        glfwGetWindowPos(window, &window_x, &window_y);
+        x += window_x;
+        y += window_y;
+    }
     io.AddMousePosEvent((float)x, (float)y);
     bd->LastValidMousePos = ImVec2((float)x, (float)y);
 }
@@ -467,7 +518,8 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
 
 void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
 {
-	// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    bd->WantUpdateMonitors = true;
 }
 
 #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
@@ -489,32 +541,7 @@ static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEven
 #endif
 
 #ifdef _WIN32
-// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
-// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
-static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
-{
-    LPARAM extra_info = ::GetMessageExtraInfo();
-    if ((extra_info & 0xFFFFFF80) == 0xFF515700)
-        return ImGuiMouseSource_Pen;
-    if ((extra_info & 0xFFFFFF80) == 0xFF515780)
-        return ImGuiMouseSource_TouchScreen;
-    return ImGuiMouseSource_Mouse;
-}
-static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
-    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
-    switch (msg)
-    {
-    case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
-    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
-    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
-    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
-    case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
-        ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
-        break;
-    }
-    return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
-}
+static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
 #endif
 
 void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
@@ -590,13 +617,20 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
     io.BackendPlatformName = "imgui_impl_glfw";
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)
+#ifndef __EMSCRIPTEN__
+    io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)
+#endif
+#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
+    io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
+#endif
 
     bd->Window = window;
     bd->Time = 0.0;
+    bd->WantUpdateMonitors = true;
 
     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
-    platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
-    platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
+    platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); };
+    platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); };
 #ifdef __EMSCRIPTEN__
     platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
 #endif
@@ -631,6 +665,11 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
     if (install_callbacks)
         ImGui_ImplGlfw_InstallCallbacks(window);
 
+    // Update monitor a first time during init
+    // (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);
+
     // Set platform dependent data in viewport
     ImGuiViewport* main_viewport = ImGui::GetMainViewport();
     main_viewport->PlatformHandle = (void*)bd->Window;
@@ -641,6 +680,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
 #else
     IM_UNUSED(main_viewport);
 #endif
+    ImGui_ImplGlfw_InitMultiViewportSupport();
 
     // Windows: register a WndProc hook so we can intercept some messages.
 #ifdef _WIN32
@@ -691,6 +731,8 @@ void ImGui_ImplGlfw_Shutdown()
     IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
+    ImGui_ImplGlfw_ShutdownMultiViewportSupport();
+
     if (bd->InstalledCallbacks)
         ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
 #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
@@ -710,7 +752,7 @@ void ImGui_ImplGlfw_Shutdown()
 
     io.BackendPlatformName = nullptr;
     io.BackendPlatformUserData = nullptr;
-    io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+    io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
     IM_DELETE(bd);
 }
 
@@ -718,10 +760,15 @@ static void ImGui_ImplGlfw_UpdateMouseData()
 {
     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
     ImGuiIO& io = ImGui::GetIO();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
 
-    // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
+    ImGuiID mouse_viewport_id = 0;
+    const ImVec2 mouse_pos_prev = io.MousePos;
+    for (int n = 0; n < platform_io.Viewports.Size; n++)
     {
-        GLFWwindow* window = bd->Window;
+        ImGuiViewport* viewport = platform_io.Viewports[n];
+        GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
+
 #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
         const bool is_window_focused = true;
 #else
@@ -730,19 +777,54 @@ static void ImGui_ImplGlfw_UpdateMouseData()
         if (is_window_focused)
         {
             // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
+            // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
             if (io.WantSetMousePos)
-                glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
+                glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
 
             // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
             if (bd->MouseWindow == nullptr)
             {
                 double mouse_x, mouse_y;
                 glfwGetCursorPos(window, &mouse_x, &mouse_y);
+                if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+                {
+                    // 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)
+                    // 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);
+                    mouse_x += window_x;
+                    mouse_y += window_y;
+                }
                 bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
                 io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
             }
         }
+
+        // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
+        // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
+        // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
+        //       On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
+        // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
+        //       Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
+        //       for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
+        //       by the backend, and use its flawed heuristic to guess the viewport behind.
+        // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
+        // 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
+        const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
+        glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
+#endif
+#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
+        if (glfwGetWindowAttrib(window, GLFW_HOVERED))
+            mouse_viewport_id = viewport->ID;
+#else
+        // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
+#endif
     }
+
+    if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
+        io.AddMouseViewportEvent(mouse_viewport_id);
 }
 
 static void ImGui_ImplGlfw_UpdateMouseCursor()
@@ -753,9 +835,10 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
         return;
 
     ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
-    // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    for (int n = 0; n < platform_io.Viewports.Size; n++)
     {
-        GLFWwindow* window = bd->Window;
+        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
@@ -824,6 +907,50 @@ static void ImGui_ImplGlfw_UpdateGamepads()
     #undef MAP_ANALOG
 }
 
+static void ImGui_ImplGlfw_UpdateMonitors()
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    bd->WantUpdateMonitors = false;
+
+    int monitors_count = 0;
+    GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
+    if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683)
+        return;
+
+    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 (vid_mode == nullptr)
+            continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
+        monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
+        monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
+#if GLFW_HAS_MONITOR_WORK_AREA
+        int w, h;
+        glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
+        if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
+        {
+            monitor.WorkPos = ImVec2((float)x, (float)y);
+            monitor.WorkSize = ImVec2((float)w, (float)h);
+        }
+#endif
+#if GLFW_HAS_PER_MONITOR_DPI
+        // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
+        float x_scale, y_scale;
+        glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
+        if (x_scale == 0.0f)
+            continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
+        monitor.DpiScale = x_scale;
+#endif
+        monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
+        platform_io.Monitors.push_back(monitor);
+    }
+}
+
 void ImGui_ImplGlfw_NewFrame()
 {
     ImGuiIO& io = ImGui::GetIO();
@@ -838,6 +965,8 @@ void ImGui_ImplGlfw_NewFrame()
     io.DisplaySize = ImVec2((float)w, (float)h);
     if (w > 0 && h > 0)
         io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
+    if (bd->WantUpdateMonitors)
+        ImGui_ImplGlfw_UpdateMonitors();
 
     // Setup time step
     // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
@@ -847,6 +976,7 @@ void ImGui_ImplGlfw_NewFrame()
     io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
     bd->Time = current_time;
 
+    bd->MouseIgnoreButtonUp = false;
     ImGui_ImplGlfw_UpdateMouseData();
     ImGui_ImplGlfw_UpdateMouseCursor();
 
@@ -916,6 +1046,404 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* c
 }
 #endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
 
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
+struct ImGui_ImplGlfw_ViewportData
+{
+    GLFWwindow* Window;
+    bool        WindowOwned;
+    int         IgnoreWindowPosEventFrame;
+    int         IgnoreWindowSizeEventFrame;
+#ifdef _WIN32
+    WNDPROC     PrevWndProc;
+#endif
+
+    ImGui_ImplGlfw_ViewportData()  { memset(this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
+    ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
+};
+
+static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
+{
+    if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
+        viewport->PlatformRequestClose = true;
+}
+
+// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
+// However: depending on the platform the callback may be invoked at different time:
+// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
+// - on Linux it is queued and invoked during glfwPollEvents()
+// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
+// ignore recent glfwSetWindowXXX() calls.
+static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
+{
+    if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
+    {
+        if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
+        {
+            bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
+            //data->IgnoreWindowPosEventFrame = -1;
+            if (ignore_event)
+                return;
+        }
+        viewport->PlatformRequestMove = true;
+    }
+}
+
+static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
+{
+    if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
+    {
+        if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
+        {
+            bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
+            //data->IgnoreWindowSizeEventFrame = -1;
+            if (ignore_event)
+                return;
+        }
+        viewport->PlatformRequestResize = true;
+    }
+}
+
+static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
+    viewport->PlatformUserData = vd;
+
+    // Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922)
+#ifdef __linux__
+    bd->MouseIgnoreButtonUpWaitForFocusLoss = true;
+#endif
+
+    // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
+    // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
+    glfwWindowHint(GLFW_VISIBLE, false);
+    glfwWindowHint(GLFW_FOCUSED, false);
+#if GLFW_HAS_FOCUS_ON_SHOW
+    glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
+ #endif
+    glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
+#if GLFW_HAS_WINDOW_TOPMOST
+    glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
+#endif
+    GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
+    vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
+    vd->WindowOwned = true;
+    viewport->PlatformHandle = (void*)vd->Window;
+#ifdef _WIN32
+    viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
+#elif defined(__APPLE__)
+    viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
+#endif
+    glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
+
+    // Install GLFW callbacks for secondary viewports
+    glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
+    glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
+    glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
+    glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
+    glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
+    glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
+    glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
+    glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
+    glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
+    glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
+    if (bd->ClientApi == GlfwClientApi_OpenGL)
+    {
+        glfwMakeContextCurrent(vd->Window);
+        glfwSwapInterval(0);
+    }
+}
+
+static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
+    {
+        if (vd->WindowOwned)
+        {
+#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
+            HWND hwnd = (HWND)viewport->PlatformHandleRaw;
+            ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
+#endif
+
+            // Release any keys that were pressed in the window being destroyed and are still held down,
+            // because we will not receive any release events after window is destroyed.
+            for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
+                if (bd->KeyOwnerWindows[i] == vd->Window)
+                    ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
+
+            glfwDestroyWindow(vd->Window);
+        }
+        vd->Window = nullptr;
+        IM_DELETE(vd);
+    }
+    viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
+}
+
+static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+
+#if defined(_WIN32)
+    // GLFW hack: Hide icon from task bar
+    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
+    if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
+    {
+        LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
+        ex_style &= ~WS_EX_APPWINDOW;
+        ex_style |= WS_EX_TOOLWINDOW;
+        ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
+    }
+
+    // GLFW hack: install hook for WM_NCHITTEST message handler
+#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
+    ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
+    vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
+    ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
+#endif
+
+#if !GLFW_HAS_FOCUS_ON_SHOW
+    // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
+    // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
+    // See https://github.com/glfw/glfw/issues/1189
+    // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
+    if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
+    {
+        ::ShowWindow(hwnd, SW_SHOWNA);
+        return;
+    }
+#endif
+#endif
+
+    glfwShowWindow(vd->Window);
+}
+
+static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    int x = 0, y = 0;
+    glfwGetWindowPos(vd->Window, &x, &y);
+    return ImVec2((float)x, (float)y);
+}
+
+static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
+    glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
+}
+
+static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    int w = 0, h = 0;
+    glfwGetWindowSize(vd->Window, &w, &h);
+    return ImVec2((float)w, (float)h);
+}
+
+static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
+    // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
+    // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
+    // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
+    // on the upper-left corner.
+    int x, y, width, height;
+    glfwGetWindowPos(vd->Window, &x, &y);
+    glfwGetWindowSize(vd->Window, &width, &height);
+    glfwSetWindowPos(vd->Window, x, y - height + size.y);
+#endif
+    vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
+    glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
+}
+
+static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    glfwSetWindowTitle(vd->Window, title);
+}
+
+static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
+{
+#if GLFW_HAS_FOCUS_WINDOW
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    glfwFocusWindow(vd->Window);
+#else
+    // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
+    (void)viewport;
+#endif
+}
+
+static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
+}
+
+static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
+}
+
+#if GLFW_HAS_WINDOW_ALPHA
+static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
+{
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    glfwSetWindowOpacity(vd->Window, alpha);
+}
+#endif
+
+static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    if (bd->ClientApi == GlfwClientApi_OpenGL)
+        glfwMakeContextCurrent(vd->Window);
+}
+
+static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    if (bd->ClientApi == GlfwClientApi_OpenGL)
+    {
+        glfwMakeContextCurrent(vd->Window);
+        glfwSwapBuffers(vd->Window);
+    }
+}
+
+//--------------------------------------------------------------------------------------------------------
+// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
+//--------------------------------------------------------------------------------------------------------
+
+// Avoid including <vulkan.h> so we can build without it
+#if GLFW_HAS_VULKAN
+#ifndef VULKAN_H_
+#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
+#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
+#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
+#else
+#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
+#endif
+VK_DEFINE_HANDLE(VkInstance)
+VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
+struct VkAllocationCallbacks;
+enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
+#endif // VULKAN_H_
+extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
+static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
+    IM_UNUSED(bd);
+    IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
+    VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
+    return (int)err;
+}
+#endif // GLFW_HAS_VULKAN
+
+static void ImGui_ImplGlfw_InitMultiViewportSupport()
+{
+    // Register platform interface (will be coupled with a renderer interface)
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
+    platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
+    platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
+    platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
+    platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
+    platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
+    platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
+    platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
+    platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
+    platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
+    platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
+    platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
+    platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
+#if GLFW_HAS_WINDOW_ALPHA
+    platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
+#endif
+#if GLFW_HAS_VULKAN
+    platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
+#endif
+
+    // Register main window handle (which is owned by the main application, not by us)
+    // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
+    vd->Window = bd->Window;
+    vd->WindowOwned = false;
+    main_viewport->PlatformUserData = vd;
+    main_viewport->PlatformHandle = (void*)bd->Window;
+}
+
+static void ImGui_ImplGlfw_ShutdownMultiViewportSupport()
+{
+    ImGui::DestroyPlatformWindows();
+}
+
+//-----------------------------------------------------------------------------
+
+// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
+#ifdef _WIN32
+static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
+{
+    LPARAM extra_info = ::GetMessageExtraInfo();
+    if ((extra_info & 0xFFFFFF80) == 0xFF515700)
+        return ImGuiMouseSource_Pen;
+    if ((extra_info & 0xFFFFFF80) == 0xFF515780)
+        return ImGuiMouseSource_TouchScreen;
+    return ImGuiMouseSource_Mouse;
+}
+static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+    WNDPROC prev_wndproc = bd->PrevWndProc;
+    ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
+    if (viewport != NULL)
+        if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
+            prev_wndproc = vd->PrevWndProc;
+
+    switch (msg)
+    {
+        // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
+        // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
+    case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
+    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
+    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
+    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
+    case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
+        ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
+        break;
+
+        // 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
+    case WM_NCHITTEST:
+    {
+        // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() 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 && (viewport->Flags & ImGuiViewportFlags_NoInputs))
+            return HTTRANSPARENT;
+        break;
+    }
+#endif
+    }
+    return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
+}
+#endif // #ifdef _WIN32
+
 //-----------------------------------------------------------------------------
 
 #if defined(__clang__)
diff --git a/external/imgui/backends/imgui_impl_glfw.h b/external/imgui/backends/imgui_impl_glfw.h
index 53a22415d87c679a434c34cfc0c982d10fff24f0..78776cd28036a4deca647aaf94e63b7181459417 100644
--- a/external/imgui/backends/imgui_impl_glfw.h
+++ b/external/imgui/backends/imgui_impl_glfw.h
@@ -1,13 +1,17 @@
 // dear imgui: Platform Backend for GLFW
 // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
 // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
 
 // Implemented features:
 //  [X] Platform: Clipboard support.
 //  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
 //  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
 //  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-//  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+//  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+//  [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// Issues:
+//  [ ] Platform: Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
 
 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
diff --git a/external/imgui/backends/imgui_impl_opengl3.cpp b/external/imgui/backends/imgui_impl_opengl3.cpp
index efcfb82173583aa5365d69c40da428443185331b..ec60a61de16fb80044294d2814e910af0afa5e36 100644
--- a/external/imgui/backends/imgui_impl_opengl3.cpp
+++ b/external/imgui/backends/imgui_impl_opengl3.cpp
@@ -5,7 +5,8 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
-//  [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
+//  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 
 // About WebGL/ES:
 // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
@@ -22,6 +23,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 //  2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
 //  2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
 //  2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
@@ -251,6 +253,10 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
     return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
 }
 
+// Forward Declarations
+static void ImGui_ImplOpenGL3_InitMultiViewportSupport();
+static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
+
 // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
 #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
 struct ImGui_ImplOpenGL3_VtxAttribState
@@ -345,6 +351,7 @@ bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
     if (bd->GlVersion >= 320)
         io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 #endif
+    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
 
     // Store GLSL version string so we can refer to it later in case we recreate shaders.
     // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
@@ -385,6 +392,8 @@ bool    ImGui_ImplOpenGL3_Init(const char* glsl_version)
     }
 #endif
 
+    ImGui_ImplOpenGL3_InitMultiViewportSupport();
+
     return true;
 }
 
@@ -394,10 +403,11 @@ void    ImGui_ImplOpenGL3_Shutdown()
     IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
     ImGuiIO& io = ImGui::GetIO();
 
+    ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
     ImGui_ImplOpenGL3_DestroyDeviceObjects();
     io.BackendRendererName = nullptr;
     io.BackendRendererUserData = nullptr;
-    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+    io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
     IM_DELETE(bd);
 }
 
@@ -957,6 +967,34 @@ void    ImGui_ImplOpenGL3_DestroyDeviceObjects()
     ImGui_ImplOpenGL3_DestroyFontsTexture();
 }
 
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
+{
+    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
+    {
+        ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
+        glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+        glClear(GL_COLOR_BUFFER_BIT);
+    }
+    ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
+}
+
+static void ImGui_ImplOpenGL3_InitMultiViewportSupport()
+{
+    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+    platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
+}
+
+static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport()
+{
+    ImGui::DestroyPlatformWindows();
+}
+
 //-----------------------------------------------------------------------------
 
 #if defined(__GNUC__)
diff --git a/external/imgui/backends/imgui_impl_opengl3.h b/external/imgui/backends/imgui_impl_opengl3.h
index 5de51cfddaf9d2c5bfff965f70009b36c134c518..7b1e98d2cf3e4e154924b933d7a5da76593e12a7 100644
--- a/external/imgui/backends/imgui_impl_opengl3.h
+++ b/external/imgui/backends/imgui_impl_opengl3.h
@@ -5,7 +5,8 @@
 
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
-//  [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
+//  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 
 // About WebGL/ES:
 // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
diff --git a/external/imgui/imgui.cpp b/external/imgui/imgui.cpp
index 5f6c859007c522becf5ddf607aa5f129037b75e9..7594838cbba8234b7a71286d4d07da36fc83f547 100644
--- a/external/imgui/imgui.cpp
+++ b/external/imgui/imgui.cpp
@@ -91,6 +91,7 @@ CODE
 // [SECTION] SETTINGS
 // [SECTION] LOCALIZATION
 // [SECTION] VIEWPORTS, PLATFORM WINDOWS
+// [SECTION] DOCKING
 // [SECTION] PLATFORM DEPENDENT HELPERS
 // [SECTION] METRICS/DEBUGGER WINDOW
 // [SECTION] DEBUG LOG WINDOW
@@ -429,6 +430,13 @@ CODE
  When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
  You can read releases logs https://github.com/ocornut/imgui/releases for more details.
 
+(Docking/Viewport Branch)
+ - 2024/XX/XX (1.XXXX) - 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.
+
  - 2024/11/27 (1.91.6) - changed CRC32 table to use CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. As a result, old .ini data may be partially lost.
  - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before)
                             - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022).
@@ -518,6 +526,9 @@ CODE
                             - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
                          for various reasons those changes makes sense. They are being made because making some of those API public.
                          only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
+ - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611)
+                           - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...);
+                           - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...);
  - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys.
                            - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps.
                            - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456)
@@ -1170,6 +1181,9 @@ static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10);      // Multi
 static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20);      // Multiplied by g.Style.MouseCursorScale
 static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f);   // Multiplied by g.Style.MouseCursorScale
 
+// Docking
+static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
+
 //-------------------------------------------------------------------------
 // [SECTION] FORWARD DECLARATIONS
 //-------------------------------------------------------------------------
@@ -1247,7 +1261,18 @@ static void             SetLastItemDataForWindow(ImGuiWindow* window, const ImRe
 
 // Viewports
 const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
+static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
+static void             DestroyViewport(ImGuiViewportP* viewport);
 static void             UpdateViewportsNewFrame();
+static void             UpdateViewportsEndFrame();
+static void             WindowSelectViewport(ImGuiWindow* window);
+static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
+static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
+static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
+static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
+static int              FindPlatformMonitorForPos(const ImVec2& pos);
+static int              FindPlatformMonitorForRect(const ImRect& r);
+static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
 
 }
 
@@ -1340,6 +1365,7 @@ ImGuiStyle::ImGuiStyle()
     SeparatorTextPadding        = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
     DisplayWindowPadding        = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
     DisplaySafeAreaPadding      = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
+    DockingSeparatorSize        = 2.0f;             // Thickness of resizing border between docked windows
     MouseCursorScale            = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
     AntiAliasedLines            = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
     AntiAliasedLinesUseTex      = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
@@ -1384,6 +1410,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor)
     TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
     TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor);
     SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
+    DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
     DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
     DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
     MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
@@ -1420,6 +1447,18 @@ ImGuiIO::ImGuiIO()
     ConfigNavCursorVisibleAuto = true;
     ConfigNavCursorVisibleAlways = false;
 
+    // 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__
@@ -1782,6 +1821,27 @@ void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
     g.InputEventsNextMouseSource = source;
 }
 
+void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
+{
+    IM_ASSERT(Ctx != NULL);
+    ImGuiContext& g = *Ctx;
+    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
+    if (!AppAcceptingEvents)
+        return;
+
+    // Filter duplicate
+    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
+    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
+    if (latest_viewport_id == viewport_id)
+        return;
+
+    ImGuiInputEvent e;
+    e.Type = ImGuiInputEventType_MouseViewport;
+    e.Source = ImGuiInputSource_Mouse;
+    e.MouseViewport.HoveredViewportID = viewport_id;
+    g.InputEventsQueue.push_back(e);
+}
+
 void ImGuiIO::AddFocusEvent(bool focused)
 {
     IM_ASSERT(Ctx != NULL);
@@ -3331,6 +3391,11 @@ void ImGui::PopStyleColor(int count)
     }
 }
 
+static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
+{
+    ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline,
+};
+
 static const ImGuiDataVarInfo GStyleVarInfo[] =
 {
     { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) },                     // ImGuiStyleVar_Alpha
@@ -3366,6 +3431,7 @@ static const ImGuiDataVarInfo GStyleVarInfo[] =
     { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)},    // ImGuiStyleVar_SeparatorTextBorderSize
     { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) },        // ImGuiStyleVar_SeparatorTextAlign
     { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) },      // ImGuiStyleVar_SeparatorTextPadding
+    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) },      // ImGuiStyleVar_DockingSeparatorSize
 };
 
 const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
@@ -3497,6 +3563,8 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
     case ImGuiCol_TabDimmed: return "TabDimmed";
     case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected";
     case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline";
+    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";
@@ -3761,7 +3829,7 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso
         if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
             continue;
         const ImVec2 pos = base_pos - offset;
-        const float scale = base_scale;
+        const float scale = base_scale * viewport->DpiScale;
         if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
             continue;
         ImDrawList* draw_list = GetForegroundDrawList(viewport);
@@ -3845,6 +3913,9 @@ static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
     { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
     { ImGuiLocKey_OpenLink_s,           "Open '%s'"                             },
     { ImGuiLocKey_CopyLink,             "Copy Link###CopyLink"                  },
+    { ImGuiLocKey_DockingHideTabBar,            "Hide tab bar###HideTabBar"             },
+    { ImGuiLocKey_DockingHoldShiftToDock,       "Hold SHIFT to enable Docking window."  },
+    { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node."    },
 };
 
 ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
@@ -3853,13 +3924,14 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
     InputTextState.Ctx = this;
 
     Initialized = false;
+    ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None;
     FontAtlasOwnedByContext = shared_font_atlas ? false : true;
     Font = NULL;
     FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f;
     IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
     Time = 0.0f;
     FrameCount = 0;
-    FrameCountEnded = FrameCountRendered = -1;
+    FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1;
     WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
     GcCompactAll = false;
     TestEngineHookItems = false;
@@ -3917,6 +3989,12 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
     CurrentItemFlags = ImGuiItemFlags_None;
     DebugShowGroupRects = false;
 
+    CurrentViewport = NULL;
+    MouseViewport = MouseLastHoveredViewport = NULL;
+    PlatformLastFocusedViewportId = 0;
+    ViewportCreatedCount = PlatformWindowsCreatedCount = 0;
+    ViewportFocusedStampCount = 0;
+
     NavCursorVisible = false;
     NavHighlightItemUnderNav = false;
     NavMousePosDirty = false;
@@ -4012,6 +4090,9 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
 
     PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
     PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
+    PlatformImeViewport = 0;
+
+    DockNodeWindowMenuHandler = NULL;
 
     SettingsLoaded = false;
     SettingsDirtyTimer = 0.0f;
@@ -4048,6 +4129,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
     DebugItemPickerBreakId = 0;
     DebugFlashStyleColorTime = 0.0f;
     DebugFlashStyleColorIdx = ImGuiCol_COUNT;
+    DebugHoveredDockNode = NULL;
 
     // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations
     DebugBreakInWindow = 0;
@@ -4094,8 +4176,13 @@ void ImGui::Initialize()
     // Create default viewport
     ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
     viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
+    viewport->Idx = 0;
+    viewport->PlatformWindowCreated = true;
+    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
     g.Viewports.push_back(viewport);
     g.TempBuffer.resize(1024 * 3 + 1, 0);
+    g.ViewportCreatedCount++;
+    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
 
     // Build KeysMayBeCharInput[] lookup table (1 bool per named key)
     for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
@@ -4106,6 +4193,8 @@ void ImGui::Initialize()
             g.KeysMayBeCharInput.SetBit(key);
 
 #ifdef IMGUI_HAS_DOCK
+    // Initialize Docking
+    DockContextInitialize(&g);
 #endif
 
     g.Initialized = true;
@@ -4135,6 +4224,12 @@ void ImGui::Shutdown()
     if (g.SettingsLoaded && g.IO.IniFilename != NULL)
         SaveIniSettingsToDisk(g.IO.IniFilename);
 
+    // Destroy platform windows
+    DestroyPlatformWindows();
+
+    // Shutdown extensions
+    DockContextShutdown(&g);
+
     CallContextHooks(&g, ImGuiContextHookType_Shutdown);
 
     // Clear everything else
@@ -4158,6 +4253,7 @@ void ImGui::Shutdown()
     g.BeginPopupStack.clear();
     g.TreeNodeStack.clear();
 
+    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
     g.Viewports.clear_delete();
 
     g.TabBars.Clear();
@@ -4240,21 +4336,27 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL
     NameBufLen = (int)strlen(name) + 1;
     ID = ImHashStr(name);
     IDStack.push_back(ID);
+    ViewportAllowPlatformMonitorExtend = -1;
+    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
     MoveId = GetID("#MOVE");
+    TabId = GetID("#TAB");
     ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
     ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
     AutoFitFramesX = AutoFitFramesY = -1;
     AutoPosLastDirection = ImGuiDir_None;
-    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = 0;
+    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
     SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
     LastFrameActive = -1;
+    LastFrameJustFocused = -1;
     LastTimeActive = -1.0f;
-    FontWindowScale = 1.0f;
+    FontWindowScale = FontDpiScale = 1.0f;
     SettingsOffset = -1;
+    DockOrder = -1;
     DrawList = &DrawListInst;
     DrawList->_OwnerName = Name;
     DrawList->_Data = &Ctx->DrawListSharedData;
     NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
+    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
 }
 
 ImGuiWindow::~ImGuiWindow()
@@ -4270,7 +4372,6 @@ static void SetCurrentWindow(ImGuiWindow* window)
     g.CurrentWindow = window;
     g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL;
     g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
-    g.CurrentDpiScale = 1.0f; // FIXME-DPI: WIP this is modified in docking
     if (window)
     {
         g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
@@ -4419,8 +4520,8 @@ bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flag
     // FIXME-OPT: This could be cached/stored within the window.
     ImGuiContext& g = *GImGui;
     if (g.NavWindow)
-        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
-            if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
+        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
+            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
             {
                 // For the purpose of those flags we differentiate "standard popup" from "modal popup"
                 // NB: The 'else' is important because Modal windows are also Popups.
@@ -4435,6 +4536,12 @@ bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flag
                     if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
                         return false;
             }
+
+    // Filter by viewport
+    if (window->Viewport != g.MouseViewport)
+        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
+            return false;
+
     return true;
 }
 
@@ -4499,7 +4606,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
         const ImGuiID id = g.LastItemData.ID;
         if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
             if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
-                if (g.ActiveId != window->MoveId)
+                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
                     return false;
 
         // Test if interactions on this window are blocked by an active popup or modal.
@@ -4775,6 +4882,13 @@ ImGuiPlatformIO& ImGui::GetPlatformIO()
     return GImGui->PlatformIO;
 }
 
+// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856)
+ImGuiPlatformIO& ImGui::GetPlatformIOEx(ImGuiContext* ctx)
+{
+    IM_ASSERT(ctx != NULL);
+    return ctx->PlatformIO;
+}
+
 // Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
 ImDrawData* ImGui::GetDrawData()
 {
@@ -4819,26 +4933,18 @@ static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t draw
 
 ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
 {
+    if (viewport == NULL)
+        viewport = GImGui->CurrentWindow->Viewport;
     return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
 }
 
-ImDrawList* ImGui::GetBackgroundDrawList()
-{
-    ImGuiContext& g = *GImGui;
-    return GetBackgroundDrawList(g.Viewports[0]);
-}
-
 ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
 {
+    if (viewport == NULL)
+        viewport = GImGui->CurrentWindow->Viewport;
     return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
 }
 
-ImDrawList* ImGui::GetForegroundDrawList()
-{
-    ImGuiContext& g = *GImGui;
-    return GetForegroundDrawList(g.Viewports[0]);
-}
-
 ImDrawListSharedData* ImGui::GetDrawListSharedData()
 {
     return &GImGui->DrawListSharedData;
@@ -4854,17 +4960,43 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
     SetActiveID(window->MoveId, window);
     if (g.IO.ConfigNavCursorVisibleAuto)
         g.NavCursorVisible = false;
-    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
+    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
     g.ActiveIdNoClearOnFocusLoss = true;
     SetActiveIdUsingAllKeyboardKeys();
 
     bool can_move_window = true;
-    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
+    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
         can_move_window = false;
+    if (ImGuiDockNode* node = window->DockNodeAsHost)
+        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
+            can_move_window = false;
     if (can_move_window)
         g.MovingWindow = window;
 }
 
+// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
+void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock)
+{
+    ImGuiContext& g = *GImGui;
+    bool can_undock_node = false;
+    if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
+    {
+        // Can undock if:
+        // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window)
+        // - part of a dockspace node hierarchy: so we can undock the last single visible node too. 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.
+            can_undock_node = true;
+    }
+
+    const bool clicked = IsMouseClicked(0);
+    const bool dragging = IsMouseDragging(0);
+    if (can_undock_node && dragging)
+        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
+    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
+        StartMouseMovingWindow(window);
+}
+
 // Handle mouse moving window
 // Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
 // FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
@@ -4878,16 +5010,43 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
         // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
         // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
         KeepAliveID(g.ActiveId);
-        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
-        ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
-        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
+        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
+        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
+
+        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
+        const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
+        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
         {
             ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
-            SetWindowPos(moving_window, pos, ImGuiCond_Always);
+            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
+            {
+                SetWindowPos(moving_window, pos, ImGuiCond_Always);
+                if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
+                {
+                    moving_window->Viewport->Pos = pos;
+                    moving_window->Viewport->UpdateWorkRect();
+                }
+            }
             FocusWindow(g.MovingWindow);
         }
         else
         {
+            if (!window_disappared)
+            {
+                // Try to merge the window back into the main viewport.
+                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
+                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
+                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
+
+                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
+                if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
+                    g.MouseViewport = moving_window->Viewport;
+
+                // Clear the NoInput window flag set by the Viewport system
+                if (moving_window->Viewport)
+                    moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
+            }
+
             g.MovingWindow = NULL;
             ClearActiveID();
         }
@@ -4918,7 +5077,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
         return;
 
     // Click on empty space to focus window and start moving
-    // (after we're done with all our widgets)
+    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
     if (g.IO.MouseClicked[0])
     {
         // Handle the edge case of a popup being closed while clicking in its empty space.
@@ -4932,7 +5091,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
 
             // Cancel moving if clicked outside of title bar
             if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
-                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
+                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
                     if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
                         g.MovingWindow = NULL;
 
@@ -4961,6 +5120,29 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
     }
 }
 
+// This is called during NewFrame()->UpdateViewportsNewFrame() only.
+// Need to keep in sync with SetWindowPos()
+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.IdealMaxPos += delta;
+}
+
+static void ScaleWindow(ImGuiWindow* window, float scale)
+{
+    ImVec2 origin = window->Viewport->Pos;
+    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
+    window->Size = ImTrunc(window->Size * scale);
+    window->SizeFull = ImTrunc(window->SizeFull * scale);
+    window->ContentSize = ImTrunc(window->ContentSize * scale);
+}
+
 static bool IsWindowActiveAndVisible(ImGuiWindow* window)
 {
     return (window->Active) && (!window->Hidden);
@@ -4982,11 +5164,12 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
     // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
     bool clear_hovered_windows = false;
     FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
+    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
     g.HoveredWindowBeforeClear = g.HoveredWindow;
 
     // Modal windows prevents mouse from hovering behind them.
     ImGuiWindow* modal_window = GetTopMostPopupModal();
-    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window))
+    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
         clear_hovered_windows = true;
 
     // Disabled mouse hovering (we don't currently clear MousePos, we could)
@@ -5086,7 +5269,9 @@ void ImGui::NewFrame()
     CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
 
     // Check and assert for various common IO and Configuration mistakes
+    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
     ErrorCheckNewFrameSanityChecks();
+    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
 
     // Load settings on first frame, save settings when modified (after a delay)
     UpdateSettings();
@@ -5113,6 +5298,7 @@ void ImGui::NewFrame()
     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;
     SetupDrawListSharedData();
     SetCurrentFont(GetDefaultFont());
@@ -5120,7 +5306,10 @@ void ImGui::NewFrame()
 
     // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
     for (ImGuiViewportP* viewport : g.Viewports)
+    {
+        viewport->DrawData = NULL;
         viewport->DrawDataP.Valid = false;
+    }
 
     // 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)
@@ -5231,6 +5420,10 @@ void ImGui::NewFrame()
     // Update mouse input state
     UpdateMouseInputs();
 
+    // Undocking
+    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
+    DockContextNewFrameUpdateUndocking(&g);
+
     // Mark all windows as not visible and compact unused memory.
     IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
     const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
@@ -5295,6 +5488,9 @@ void ImGui::NewFrame()
     g.CurrentItemFlags = g.ItemFlagsStack.back();
     g.GroupStack.resize(0);
 
+    // Docking
+    DockContextNewFrameUpdateDocking(&g);
+
     // [DEBUG] Update debug features
 #ifndef IMGUI_DISABLE_DEBUG_TOOLS
     UpdateDebugToolItemPicker();
@@ -5368,7 +5564,8 @@ static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, Im
 static void AddWindowToDrawData(ImGuiWindow* window, int layer)
 {
     ImGuiContext& g = *GImGui;
-    ImGuiViewportP* viewport = g.Viewports[0];
+    ImGuiViewportP* viewport = window->Viewport;
+    IM_ASSERT(viewport != NULL);
     g.IO.MetricsRenderWindows++;
     if (window->DrawList->_Splitter._Count > 1)
         window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
@@ -5412,17 +5609,25 @@ static void InitViewportDrawData(ImGuiViewportP* viewport)
     ImGuiIO& io = ImGui::GetIO();
     ImDrawData* draw_data = &viewport->DrawDataP;
 
+    viewport->DrawData = draw_data; // Make publicly accessible
     viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
     viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
     viewport->DrawDataBuilder.Layers[0]->resize(0);
     viewport->DrawDataBuilder.Layers[1]->resize(0);
 
+    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
+    // and to allow applications/backends to easily skip rendering.
+    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
+    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
+    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
+    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
+
     draw_data->Valid = true;
     draw_data->CmdListsCount = 0;
     draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
     draw_data->DisplayPos = viewport->Pos;
-    draw_data->DisplaySize = viewport->Size;
-    draw_data->FramebufferScale = io.DisplayFramebufferScale;
+    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
+    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
     draw_data->OwnerViewport = viewport;
 }
 
@@ -5448,20 +5653,28 @@ void ImGui::PopClipRect()
     window->ClipRect = window->DrawList->_ClipRectStack.back();
 }
 
+static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
+{
+    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
+        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
+            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
+    return window;
+}
+
 static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
 {
     if ((col & IM_COL32_A_MASK) == 0)
         return;
 
-    ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport();
+    ImGuiViewportP* viewport = window->Viewport;
     ImRect viewport_rect = viewport->GetMainRect();
 
     // Draw behind window by moving the draw command at the FRONT of the draw list
     {
-        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
-        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
+        // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
         // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
-        ImDrawList* draw_list = window->RootWindow->DrawList;
+        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
+        draw_list->ChannelsMerge();
         if (draw_list->CmdBuffer.Size == 0)
             draw_list->AddDrawCmd();
         draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
@@ -5473,6 +5686,18 @@ static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32
         draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
         draw_list->PopClipRect();
     }
+
+    // Draw over sibling docking nodes in a same docking tree
+    if (window->RootWindow->DockIsActive)
+    {
+        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
+        draw_list->ChannelsMerge();
+        if (draw_list->CmdBuffer.Size == 0)
+            draw_list->AddDrawCmd();
+        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
+        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
+        draw_list->PopClipRect();
+    }
 }
 
 ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
@@ -5492,6 +5717,8 @@ ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* par
     return bottom_most_visible_window;
 }
 
+// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
+// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
 static void ImGui::RenderDimmedBackgrounds()
 {
     ImGuiContext& g = *GImGui;
@@ -5503,31 +5730,50 @@ static void ImGui::RenderDimmedBackgrounds()
     if (!dim_bg_for_modal && !dim_bg_for_window_list)
         return;
 
+    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
     if (dim_bg_for_modal)
     {
         // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
         ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
         RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio));
+        viewports_already_dimmed[0] = modal_window->Viewport;
     }
     else if (dim_bg_for_window_list)
     {
         // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
         RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
+        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
+            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
+        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
+        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
 
         // Draw border around CTRL+Tab target window
         ImGuiWindow* window = g.NavWindowingTargetAnim;
-        ImGuiViewport* viewport = GetMainViewport();
+        ImGuiViewport* viewport = window->Viewport;
         float distance = g.FontSize;
         ImRect bb = window->Rect();
         bb.Expand(distance);
         if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
             bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
+        window->DrawList->ChannelsMerge();
         if (window->DrawList->CmdBuffer.Size == 0)
             window->DrawList->AddDrawCmd();
         window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
         window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
         window->DrawList->PopClipRect();
     }
+
+    // Draw dimming background on _other_ viewports than the ones our windows are in
+    for (ImGuiViewportP* viewport : g.Viewports)
+    {
+        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
+            continue;
+        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
+            continue;
+        ImDrawList* draw_list = GetForegroundDrawList(viewport);
+        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
+        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
+    }
 }
 
 // This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
@@ -5553,8 +5799,10 @@ void ImGui::EndFrame()
     ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
     if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
     {
+        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
         IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
-        ImGuiViewport* viewport = GetMainViewport();
+        if (viewport == NULL)
+            viewport = GetMainViewport();
         g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data);
     }
 
@@ -5567,6 +5815,11 @@ void ImGui::EndFrame()
     // Update navigation: CTRL+Tab, wrap-around requests
     NavEndFrame();
 
+    // Update docking
+    DockContextEndFrame(&g);
+
+    SetCurrentViewport(NULL, NULL);
+
     // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
     if (g.DragDropActive)
     {
@@ -5595,6 +5848,9 @@ void ImGui::EndFrame()
     // 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);
@@ -5653,7 +5909,7 @@ void ImGui::Render()
 
     // Add ImDrawList to render
     ImGuiWindow* windows_to_render_top_most[2];
-    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
+    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
     windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
     for (ImGuiWindow* window : g.Windows)
     {
@@ -5732,8 +5988,15 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi
     ImGuiWindow* hovered_window = NULL;
     ImGuiWindow* hovered_window_under_moving_window = NULL;
 
-    if (find_first_and_in_any_viewport == false && g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
-        hovered_window = g.MovingWindow;
+    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
+    ImGuiViewportP* backup_moving_window_viewport = NULL;
+    if (find_first_and_in_any_viewport == false && g.MovingWindow)
+    {
+        backup_moving_window_viewport = g.MovingWindow->Viewport;
+        g.MovingWindow->Viewport = g.MouseViewport;
+        if (!(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
+            hovered_window = g.MovingWindow;
+    }
 
     ImVec2 padding_regular = g.Style.TouchExtraPadding;
     ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
@@ -5745,6 +6008,9 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi
             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)
         ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
@@ -5771,7 +6037,7 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi
             if (hovered_window == NULL)
                 hovered_window = window;
             IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
-            if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))
+            if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
                 hovered_window_under_moving_window = window;
             if (hovered_window && hovered_window_under_moving_window)
                 break;
@@ -5781,6 +6047,8 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi
     *out_hovered_window = hovered_window;
     if (out_hovered_window_under_moving_window != NULL)
         *out_hovered_window_under_moving_window = hovered_window_under_moving_window;
+    if (find_first_and_in_any_viewport == false && g.MovingWindow)
+        g.MovingWindow->Viewport = backup_moving_window_viewport;
 }
 
 bool ImGui::IsItemActive()
@@ -5818,7 +6086,16 @@ bool ImGui::IsItemDeactivatedAfterEdit()
 bool ImGui::IsItemFocused()
 {
     ImGuiContext& g = *GImGui;
-    return g.NavId == g.LastItemData.ID && g.NavId != 0;
+    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
+        return false;
+
+    // Special handling for the dummy item after Begin() which represent the title bar or tab.
+    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
+    ImGuiWindow* window = g.CurrentWindow;
+    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
+        return false;
+
+    return true;
 }
 
 // Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
@@ -5978,7 +6255,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I
         child_flags &= ~ImGuiChildFlags_ResizeY;
 
     // Set window flags
-    window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar;
+    window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking;
     window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
     if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize))
         window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
@@ -6125,6 +6402,7 @@ static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, b
     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)
@@ -6141,10 +6419,19 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name)
 
 static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
 {
-    window->Pos = ImTrunc(ImVec2(settings->Pos.x, settings->Pos.y));
+    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+    window->ViewportPos = main_viewport->Pos;
+    if (settings->ViewportId)
+    {
+        window->ViewportId = settings->ViewportId;
+        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
+    }
+    window->Pos = ImTrunc(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 = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
     window->Collapsed = settings->Collapsed;
+    window->DockId = settings->DockId;
+    window->DockOrder = settings->DockOrder;
 }
 
 static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
@@ -6177,7 +6464,8 @@ static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* s
     const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
     window->Pos = main_viewport->Pos + ImVec2(60, 60);
     window->Size = window->SizeFull = ImVec2(0, 0);
-    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
+    window->ViewportPos = main_viewport->Pos;
+    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
 
     if (settings != NULL)
     {
@@ -6225,6 +6513,16 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
     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 inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
 {
     // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
@@ -6244,7 +6542,7 @@ static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
     }
 
     // Reduce artifacts with very small windows
-    ImGuiWindow* window_for_height = window;
+    ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
     size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f));
     return size_min;
 }
@@ -6315,8 +6613,19 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
     {
         // Maximum window size is determined by the viewport size or monitor size
         ImVec2 size_min = CalcWindowMinSize(window);
-        ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
-        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, size_max);
+        ImVec2 size_max = ImVec2(FLT_MAX, FLT_MAX);
+
+        // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction
+        if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || (window->Flags & ImGuiWindowFlags_Popup) != 0)
+        {
+            if (!window->ViewportOwned)
+                size_max = ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
+            const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
+            if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
+                size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f;
+        }
+
+        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max));
 
         // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars,
         // we may need to compute/store three variants of size_auto_fit, for x/y/xy.
@@ -6353,7 +6662,7 @@ static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
 {
     if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
         return ImGuiCol_PopupBg;
-    if (window->Flags & ImGuiWindowFlags_ChildWindow)
+    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
         return ImGuiCol_ChildBg;
     return ImGuiCol_WindowBg;
 }
@@ -6419,7 +6728,7 @@ static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_
 ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
 {
     IM_ASSERT(n >= 0 && n < 4);
-    ImGuiID id = window->ID;
+    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
     id = ImHashStr("#RESIZE", 0, id);
     id = ImHashData(&n, sizeof(int), id);
     return id;
@@ -6430,7 +6739,7 @@ ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
 {
     IM_ASSERT(dir >= 0 && dir < 4);
     int n = (int)dir + 4;
-    ImGuiID id = window->ID;
+    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
     id = ImHashStr("#RESIZE", 0, id);
     id = ImHashData(&n, sizeof(int), id);
     return id;
@@ -6461,6 +6770,16 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
     ImVec2 pos_target(FLT_MAX, FLT_MAX);
     ImVec2 size_target(FLT_MAX, FLT_MAX);
 
+    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
+    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
+    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
+    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
+    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
+    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
+    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
+    if (clip_with_viewport_rect)
+        window->ClipRect = window->Viewport->GetMainRect();
+
     // Resize grips and borders are on layer 1
     window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
 
@@ -6546,7 +6865,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
             // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop.
             // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually.
             // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it!
-            const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false));
+            const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true));
             if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing)
             {
                 g.WindowResizeBorderExpectedRect = border_rect;
@@ -6604,7 +6923,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
     // Navigation resize (keyboard/gamepad)
     // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
     // Not even sure the callback works here.
-    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
+    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
     {
         ImVec2 nav_resize_dir;
         if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
@@ -6655,7 +6974,9 @@ static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_
 {
     ImGuiContext& g = *GImGui;
     ImVec2 size_for_clamping = window->Size;
-    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && window->DockNodeAsHost)
+        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
+    else if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
         size_for_clamping.y = window->TitleBarHeight;
     window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
 }
@@ -6690,7 +7011,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
         const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
         RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // 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), border_col, g.Style.FrameBorderSize);
@@ -6719,6 +7040,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
         const float backup_border_size = style.FrameBorderSize;
         g.Style.FrameBorderSize = window->WindowBorderSize;
         ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
+        if (window->ViewportOwned)
+            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
         RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
         g.Style.FrameBorderSize = backup_border_size;
     }
@@ -6727,23 +7050,58 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
         // Window background
         if (!(flags & ImGuiWindowFlags_NoBackground))
         {
+            bool is_docking_transparent_payload = false;
+            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
+                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
+                    is_docking_transparent_payload = true;
+
             ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
-            bool override_alpha = false;
-            float alpha = 1.0f;
-            if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
+            if (window->ViewportOwned)
+            {
+                bg_col |= IM_COL32_A_MASK; // No alpha
+                if (is_docking_transparent_payload)
+                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
+            }
+            else
             {
-                alpha = g.NextWindowData.BgAlphaVal;
-                override_alpha = true;
+                // 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);
             }
-            if (override_alpha)
-                bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
-            window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
+
+            // Render, for docked windows and host windows we ensure bg goes before decorations
+            if (window->DockIsActive)
+                window->DockNode->LastBgColor = bg_col;
+            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
+            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
+                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
+            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
+            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
+                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
         }
+        if (window->DockIsActive)
+            window->DockNode->IsBgDrawnThisFrame = true;
 
         // Title bar
-        if (!(flags & ImGuiWindowFlags_NoTitleBar))
+        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
+        // in order for their pos/size to be matching their undocking state.)
+        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
         {
             ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
+            if (window->ViewportOwned)
+                title_bar_col |= IM_COL32_A_MASK; // No alpha
             window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
         }
 
@@ -6757,6 +7115,27 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
                 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 = ImTrunc(g.FontSize * 0.70f);
+            float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f);
+            ImVec2 p = node->Pos;
+            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
+            ImGuiID unhide_id = window->GetID("#UNHIDE");
+            KeepAliveID(unhide_id);
+            bool hovered, held;
+            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
+                node->WantHiddenTabBarToggle = true;
+            else if (held && IsMouseDragging(0))
+                StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button
+
+            // 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);
@@ -6780,12 +7159,13 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
             }
         }
 
-        // Borders
-        if (handle_borders_and_resize_grips)
+        // Borders (for dock node host they will be rendered over after the tab bar)
+        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
             RenderWindowOuterBorders(window);
     }
 }
 
+// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
 // Render title text, collapse button, close button
 void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
 {
@@ -6827,7 +7207,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
 
     // 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
@@ -6878,12 +7258,16 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
 void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
 {
     window->ParentWindow = parent_window;
-    window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
+    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
     if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
-        window->RootWindow = parent_window->RootWindow;
+    {
+        window->RootWindowDockTree = parent_window->RootWindowDockTree;
+        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
+            window->RootWindow = parent_window->RootWindow;
+    }
     if (parent_window && (flags & ImGuiWindowFlags_Popup))
         window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
-    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
+    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
         window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
     while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened)
     {
@@ -6998,22 +7382,24 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
     const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
     window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
 
-    // Update the Appearing flag
-    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit "Debug" window would always toggle off->on
+    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
+    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
     if (flags & ImGuiWindowFlags_Popup)
     {
         ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
         window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
         window_just_activated_by_user |= (window != popup_ref.Window);
     }
-    window->Appearing = window_just_activated_by_user;
-    if (window->Appearing)
-        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
 
     // Update Flags, LastFrameActive, BeginOrderXXX fields
+    const bool window_was_appearing = window->Appearing;
     if (first_begin_of_the_frame)
     {
         UpdateWindowInFocusOrderList(window, window_just_created, flags);
+        window->Appearing = window_just_activated_by_user;
+        if (window->Appearing)
+            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
+        window->FlagsPreviousFrame = window->Flags;
         window->Flags = (ImGuiWindowFlags)flags;
         window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
         window->LastFrameActive = current_frame;
@@ -7026,8 +7412,42 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         flags = window->Flags;
     }
 
+    // Docking
+    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
+    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
+        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
+    if (first_begin_of_the_frame)
+    {
+        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
+        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
+        bool dock_node_was_visible = window->DockNodeIsVisible;
+        bool dock_tab_was_visible = window->DockTabIsVisible;
+        if (has_dock_node || new_auto_dock_node)
+        {
+            BeginDocked(window, p_open);
+            flags = window->Flags;
+            if (window->DockIsActive)
+            {
+                IM_ASSERT(window->DockNode != NULL);
+                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
+            }
+
+            // Amend the Appearing flag
+            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
+            {
+                window->Appearing = true;
+                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
+            }
+        }
+        else
+        {
+            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
+        }
+    }
+
     // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
-    ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
+    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
     ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
     IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
 
@@ -7053,9 +7473,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         UpdateWindowParentAndRootLinks(window, flags, parent_window);
         window->ParentWindowInBeginStack = parent_window_in_stack;
 
+        // Focus route
         // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack,
-        // e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798)
-        window->ParentWindowForFocusRoute = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window_in_stack : NULL;
+        // Use for e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798)
+        window->ParentWindowForFocusRoute = (window->RootWindow != window) ? parent_window_in_stack : NULL;
+        if (window->ParentWindowForFocusRoute == NULL && window->DockNode != NULL)
+            if (window->DockNode->MergedFlags & ImGuiDockNodeFlags_DockedWindowsInFocusRoute)
+                window->ParentWindowForFocusRoute = window->DockNode->HostWindow;
+
+        // Override with SetNextWindowClass() field or direct call to SetWindowParentWindowForFocusRoute()
+        if (window->WindowClass.FocusRouteParentWindowId != 0)
+        {
+            window->ParentWindowForFocusRoute = FindWindowByID(window->WindowClass.FocusRouteParentWindowId);
+            IM_ASSERT(window->ParentWindowForFocusRoute != 0); // Invalid value for FocusRouteParentWindowId.
+        }
     }
 
     // Add to focus scope stack
@@ -7119,6 +7550,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         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)
@@ -7148,6 +7581,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         window->IDStack.resize(1);
         window->DrawList->_ResetForNewFrame();
         window->DC.CurrentTableIdx = -1;
+        if (flags & ImGuiWindowFlags_DockNodeHost)
+        {
+            window->DrawList->ChannelsSplit(2);
+            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
+        }
 
         // Restore buffer capacity when woken from a compacted state, to avoid
         if (window->MemoryCompacted)
@@ -7156,7 +7594,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         // 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)
         {
@@ -7169,6 +7609,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
 
         // Update contents size from last frame for auto-fitting (or use explicit size)
         CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
+
+        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
+        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
+        // it has a single usage before this code block and may be set below before it is finally checked.
         if (window->HiddenFramesCanSkipItems > 0)
             window->HiddenFramesCanSkipItems--;
         if (window->HiddenFramesCannotSkipItems > 0)
@@ -7196,20 +7640,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         }
 
         // 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.
 
-        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
-        SetWindowViewport(window, viewport);
+        WindowSelectViewport(window);
+        SetCurrentViewport(window, window->Viewport);
+        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
         SetCurrentWindow(window);
+        flags = window->Flags;
 
         // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
+        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
 
-        if (flags & ImGuiWindowFlags_ChildWindow)
+        if (!window->DockIsActive && (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_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
+        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
             window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
 
         // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
@@ -7229,7 +7676,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
 
         // 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.
@@ -7330,23 +7777,66 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         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_IsMinimized))
+            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
+            {
+                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
+                //ImGuiViewport* old_viewport = window->Viewport;
+                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
+
+                // FIXME-DPI
+                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
+                SetCurrentViewport(window, window->Viewport);
+                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
+                SetCurrentWindow(window);
+            }
+
+        if (window->ViewportOwned)
+            WindowSyncOwnedViewport(window, parent_window_in_stack);
+
         // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
         // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
-        ImRect viewport_rect(viewport->GetMainRect());
-        ImRect viewport_work_rect(viewport->GetWorkRect());
+        ImRect viewport_rect(window->Viewport->GetMainRect());
+        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
         ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
         ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
 
         // Clamp position/size so window stays visible within its viewport or monitor
         // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+        // FIXME: Similar to code in GetWindowAllowedExtentRect()
         if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
-            if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
+        {
+            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
+            {
+                ClampWindowPos(window, visibility_rect);
+            }
+            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
+            {
+                if (g.MovingWindow != NULL && window->RootWindowDockTree == g.MovingWindow->RootWindowDockTree)
+                {
+                    // While moving windows we allow them to straddle monitors (#7299, #3071)
+                    visibility_rect = g.PlatformMonitorsFullWorkRect;
+                }
+                else
+                {
+                    // When not moving ensure visible in its monitor
+                    // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
+                    const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
+                    visibility_rect = ImRect(monitor->WorkPos, monitor->WorkPos + monitor->WorkSize);
+                }
+                visibility_rect.Expand(-visibility_padding);
                 ClampWindowPos(window, visibility_rect);
+            }
+        }
         window->Pos = ImTrunc(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))
@@ -7358,7 +7848,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         {
             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;
         }
 
@@ -7374,12 +7864,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         }
 #endif
 
+        // 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_hovered = -1, border_held = -1;
         ImU32 resize_grip_col[4] = {};
         const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : 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_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
-        if (!window->Collapsed)
+        if (handle_borders_and_resize_grips && !window->Collapsed)
             if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
             {
                 if (auto_fit_mask & (1 << ImGuiAxis_X))
@@ -7390,6 +7883,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         window->ResizeBorderHovered = (signed char)border_hovered;
         window->ResizeBorderHeld = (signed char)border_held;
 
+        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
+        if (window->ViewportOwned)
+        {
+            if (!window->Viewport->PlatformRequestMove)
+                window->Viewport->Pos = window->Pos;
+            if (!window->Viewport->PlatformRequestResize)
+                window->Viewport->Size = window->Size;
+            window->Viewport->UpdateWorkRect();
+            viewport_rect = window->Viewport->GetMainRect();
+        }
+
+        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
+        window->ViewportPos = window->Viewport->Pos;
+
         // SCROLLBAR VISIBILITY
 
         // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
@@ -7428,6 +7935,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         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
@@ -7490,6 +7999,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
         // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
         // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
+        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
+        if (is_undocked_or_docked_visible)
         {
             bool render_decorations_in_parent = false;
             if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
@@ -7507,8 +8018,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
 
             // 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);
-            const bool handle_borders_and_resize_grips = true; // This exists to facilitate merge with 'docking' branch.
+            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)
@@ -7591,6 +8101,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         if (window->AutoFitFramesY > 0)
             window->AutoFitFramesY--;
 
+        // Clear SetNextWindowXXX data (can aim to move this higher in the function)
+        g.NextWindowData.ClearFlags();
+
         // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
         // We ImGuiFocusRequestFlags_UnlessBelowModal to:
         // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
@@ -7600,6 +8113,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         if (want_focus && window == g.NavWindow)
             NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
 
+        // Close requested by platform window (apply to all windows in this viewport)
+        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
+        {
+            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
+            *p_open = false;
+            g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
+        }
+
         // Pressing CTRL+C copy window content into the clipboard
         // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope.
         // [EXPERIMENTAL] Text outputs has many issues.
@@ -7608,8 +8129,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
                 LogToClipboard(0);
 
         // Title bar
-        if (!(flags & ImGuiWindowFlags_NoTitleBar))
+        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
             RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
+        else if (!(flags & ImGuiWindowFlags_NoTitleBar) && window->DockIsActive)
+            LogText("%.*s\n", (int)(FindRenderedTextEnd(window->Name) - window->Name), window->Name);
 
         // Clear hit test shape every frame
         window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
@@ -7617,6 +8140,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
         if (flags & ImGuiWindowFlags_Tooltip)
             g.TooltipPreviousWindow = window;
 
+        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 && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
+                BeginDockableDragDropSource(window);
+
+            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
+            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
+                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
+                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
+                        BeginDockableDragDropTarget(window);
+        }
+
         // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
         // This is useful to allow creating context menus on title bar only, etc.
         SetLastItemDataForWindow(window, title_bar_rect);
@@ -7640,26 +8177,39 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
             SetWindowActiveForSkipRefresh(window);
 
         // Append
+        SetCurrentViewport(window, window->Viewport);
         SetCurrentWindow(window);
+        g.NextWindowData.ClearFlags();
         SetLastItemDataForWindow(window, window->TitleBarRect());
     }
 
-    if (!window->SkipRefresh)
+    if (!(flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh)
         PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
 
     // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
     window->WriteAccessed = false;
     window->BeginCount++;
-    g.NextWindowData.ClearFlags();
 
     // Update visibility
     if (first_begin_of_the_frame && !window->SkipRefresh)
     {
+        // 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) && !(flags & ImGuiWindowFlags_ChildMenu))
         {
             // 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);
             const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
             if (!g.LogEnabled && !nav_request)
                 if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
@@ -7698,6 +8248,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
             if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
                 skip_items = true;
         window->SkipItems = skip_items;
+
+        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
+        if (window->SkipItems)
+            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
+
+        // Sanity check: there are two spots which can set Appearing = true
+        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
+        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
+        if (window->SkipItems && !window->Appearing)
+            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
     }
     else if (first_begin_of_the_frame)
     {
@@ -7723,7 +8283,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
 static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect)
 {
     ImGuiContext& g = *GImGui;
-    SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect);
+    if (window->DockIsActive)
+        SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
+    else
+        SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect);
 }
 
 void ImGui::End()
@@ -7740,14 +8303,14 @@ void ImGui::End()
     ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back();
 
     // Error checking: verify that user doesn't directly call End() on a child window.
-    if (window->Flags & ImGuiWindowFlags_ChildWindow)
+    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
         IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
 
     // Close anything that is open
     if (window->DC.CurrentColumns)
         EndColumns();
-    if (!window->SkipRefresh)
-        PopClipRect();   // Inner window clip rectangle
+    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->SkipRefresh)   // Pop inner window clip rectangle
+        PopClipRect();
     PopFocusScope();
     if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window)
         EndDisabledOverrideReenable();
@@ -7765,6 +8328,11 @@ void ImGui::End()
     if (window->DC.IsSetPos)
         ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
 
+    // Docking: report contents sizes to parent to allow for auto-resize
+    if (window->DockNode && window->DockTabIsVisible)
+        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
+            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
+
     // Pop from window stack
     g.LastItemData = window_stack_data.ParentLastItemDataBackup;
     if (window->Flags & ImGuiWindowFlags_ChildMenu)
@@ -7778,6 +8346,8 @@ void ImGui::End()
 
     g.CurrentWindowStack.pop_back();
     SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
+    if (g.CurrentWindow)
+        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
 }
 
 void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
@@ -7805,7 +8375,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
 {
     ImGuiContext& g = *GImGui;
     ImGuiWindow* current_front_window = g.Windows.back();
-    if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
+    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
         return;
     for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
         if (g.Windows[i] == window)
@@ -7898,31 +8468,39 @@ void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
     }
 
     // Move the root window to the top of the pile
-    IM_ASSERT(window == NULL || window->RootWindow != NULL);
-    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
-    ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
+    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
+    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
+    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
+    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
+    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
 
     // Steal active widgets. Some of the cases it triggers includes:
     // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
     // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
+    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
     if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
-        if (!g.ActiveIdNoClearOnFocusLoss)
+        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
             ClearActiveID();
 
     // Passing NULL allow to disable keyboard focus
     if (!window)
         return;
+    window->LastFrameJustFocused = g.FrameCount;
+
+    // Select in dock node
+    // For #2304 we avoid applying focus immediately before the tabbar is visible.
+    //if (dock_node && dock_node->TabBar)
+    //    dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
 
     // 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);
 }
 
 void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
 {
     ImGuiContext& g = *GImGui;
-    IM_UNUSED(filter_viewport); // Unused in master branch.
     int start_idx = g.WindowsFocusOrder.Size - 1;
     if (under_this_window != NULL)
     {
@@ -7941,8 +8519,15 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
         ImGuiWindow* window = g.WindowsFocusOrder[i];
         if (window == ignore_window || !window->WasActive)
             continue;
+        if (filter_viewport != NULL && window->Viewport != filter_viewport)
+            continue;
         if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
         {
+            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
+            // 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?
             FocusWindow(window, flags);
             return;
         }
@@ -8108,7 +8693,7 @@ void ImGui::PopTextWrapPos()
     window->DC.TextWrapPosStack.pop_back();
 }
 
-static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy)
+static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
 {
     ImGuiWindow* last_window = NULL;
     while (last_window != window)
@@ -8117,13 +8702,15 @@ static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierar
         window = window->RootWindow;
         if (popup_hierarchy)
             window = window->RootWindowPopupTree;
-    }
+		if (dock_hierarchy)
+			window = window->RootWindowDockTree;
+	}
     return window;
 }
 
-bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy)
+bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
 {
-    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy);
+    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
     if (window_root == potential_parent)
         return true;
     while (window != NULL)
@@ -8188,12 +8775,13 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
     {
         IM_ASSERT(cur_window); // Not inside a Begin()/End()
         const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
+        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
         if (flags & ImGuiHoveredFlags_RootWindow)
-            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
+            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
 
         bool result;
         if (flags & ImGuiHoveredFlags_ChildWindows)
-            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
+            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
         else
             result = (ref_window == cur_window);
         if (!result)
@@ -8232,15 +8820,28 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
 
     IM_ASSERT(cur_window); // Not inside a Begin()/End()
     const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
+    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
     if (flags & ImGuiHoveredFlags_RootWindow)
-        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
+        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
 
     if (flags & ImGuiHoveredFlags_ChildWindows)
-        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
+        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
     else
         return (ref_window == cur_window);
 }
 
+ImGuiID ImGui::GetWindowDockID()
+{
+    ImGuiContext& g = *GImGui;
+    return g.CurrentWindow->DockId;
+}
+
+bool ImGui::IsWindowDocked()
+{
+    ImGuiContext& g = *GImGui;
+    return g.CurrentWindow->DockIsActive;
+}
+
 // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
 // Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
 // If you want a window to never be focused, you may use the e.g. NoInputs flag.
@@ -8285,6 +8886,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
     if (offset.x == 0.0f && offset.y == 0.0f)
         return;
     MarkIniSettingsDirty(window);
+    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
     window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
     window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
     window->DC.IdealMaxPos += offset;
@@ -8422,6 +9024,7 @@ void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pi
     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)
@@ -8484,6 +9087,29 @@ void ImGui::SetNextWindowBgAlpha(float alpha)
     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;
+}
+
 // This is experimental and meant to be a toy for exploring a future/wider range of features.
 void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags)
 {
@@ -8498,6 +9124,19 @@ ImDrawList* ImGui::GetWindowDrawList()
     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;
@@ -9477,6 +10116,8 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c
     // Hit testing, expanded for touch input
     if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
         return false;
+    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
+        return false;
     return true;
 }
 
@@ -9732,13 +10373,16 @@ static void ImGui::UpdateMouseInputs()
             io.MouseClickedTime[i] = g.Time;
             io.MouseClickedPos[i] = io.MousePos;
             io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
+            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
             io.MouseDragMaxDistanceSqr[i] = 0.0f;
         }
         else if (io.MouseDown[i])
         {
             // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
-            float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f;
-            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos);
+            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
+            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
+            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
+            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
         }
 
         // We provide io.MouseDoubleClicked[] as a legacy service
@@ -9928,6 +10572,7 @@ static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
     if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
     if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
     if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
+    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
     if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
     if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
     if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
@@ -9991,6 +10636,10 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
             io.MouseSource = e->MouseWheel.MouseSource;
             mouse_wheeled = true;
         }
+        else if (e->Type == ImGuiInputEventType_MouseViewport)
+        {
+            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
+        }
         else if (e->Type == ImGuiInputEventType_Key)
         {
             // Trickling Rule: Stop processing queued events if we got multiple action on the same button
@@ -10398,6 +11047,45 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
     if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl))
         g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); };
 #endif
+
+    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
+    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
+        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
+    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
+        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
+
+    // Perform simple checks: multi-viewport and platform windows support
+    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+    {
+        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
+        {
+            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
+            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
+            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
+            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
+            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
+            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
+            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
+            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
+            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
+            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
+        }
+        else
+        {
+            // Disable feature, our backends do not support it
+            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
+        }
+
+        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
+        for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors)
+        {
+            IM_UNUSED(mon);
+            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
+            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
+            IM_ASSERT(mon.DpiScale > 0.0f && mon.DpiScale < 99.0f && "Monitor DpiScale is invalid."); // Typical correct values would be between 1.0f and 4.0f
+        }
+    }
 }
 
 static void ImGui::ErrorCheckEndFrameSanityChecks()
@@ -11495,7 +12183,8 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext
         SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow);
         ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount);
     }
-    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
+
+    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
     Begin(window_name, NULL, flags | extra_window_flags);
     // 2023-03-09: Added bool return value to the API, but currently always returning true.
     // If this ever returns false we need to update BeginDragDropSource() accordingly.
@@ -11568,8 +12257,8 @@ bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
         if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
         {
             // Return true if the popup is open anywhere in the popup stack
-            for (int n = 0; n < g.OpenPopupStack.Size; n++)
-                if (g.OpenPopupStack[n].PopupId == id)
+            for (ImGuiPopupData& popup_data : g.OpenPopupStack)
+                if (popup_data.PopupId == id)
                     return true;
             return false;
         }
@@ -11708,12 +12397,13 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
             //     Window -> Popup1 -> Window2(Ref)
             // - Clicking/focusing Popup1 will close Popup2 and Popup3:
             //     Window -> Popup1(Ref) -> Popup2 -> Popup3
-            // - Each popups may contain child windows, which is why we compare ->RootWindow!
+            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
             //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
             // We step through every popup from bottom to top to validate their position relative to reference window.
             bool ref_window_is_descendent_of_popup = false;
             for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
                 if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
+                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
                     if (IsWindowWithinBeginStackOf(ref_window, popup_window))
                     {
                         ref_window_is_descendent_of_popup = true;
@@ -11817,7 +12507,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags)
     else
         ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
 
-    bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup);
+    bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking);
     if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
         EndPopup();
 
@@ -11861,11 +12551,11 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
     // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
     if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
     {
-        const ImGuiViewport* viewport = GetMainViewport();
+        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
         SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
     }
 
-    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;
+    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
     const bool is_open = Begin(name, p_open, flags);
     if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
     {
@@ -12052,8 +12742,19 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s
 ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
 {
     ImGuiContext& g = *GImGui;
-    IM_UNUSED(window);
-    ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();
+    ImRect r_screen;
+    if (window->ViewportAllowPlatformMonitorExtend >= 0)
+    {
+        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
+        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
+        r_screen.Min = monitor.WorkPos;
+        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
+    }
+    else
+    {
+        // Use the full viewport area (not work area) for popups
+        r_screen = window->Viewport->GetMainRect();
+    }
     ImVec2 padding = g.Style.DisplaySafeAreaPadding;
     r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
     return r_screen;
@@ -12068,8 +12769,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
     {
         // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
         // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
-        IM_ASSERT(g.CurrentWindow == window);
-        ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;
+        ImGuiWindow* parent_window = window->ParentWindow;
         float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
         ImRect r_avoid;
         if (parent_window->DC.MenuBarAppending)
@@ -12640,6 +13340,9 @@ static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
 {
     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;
 }
 
@@ -12677,6 +13380,7 @@ static inline void ImGui::NavUpdateAnyRequestFlag()
 // This needs to be called before we submit any widget (aka in or before Begin)
 void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
 {
+    // FIXME: ChildWindow test here is wrong for docking
     ImGuiContext& g = *GImGui;
     IM_ASSERT(window == g.NavWindow);
 
@@ -12752,7 +13456,7 @@ static ImVec2 ImGui::NavCalcPreferredRefPos()
             ref_rect.Translate(window->Scroll - next_scroll);
         }
         ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight()));
-        ImGuiViewport* viewport = GetMainViewport();
+        ImGuiViewport* viewport = window->Viewport;
         return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
     }
 }
@@ -13651,7 +14355,7 @@ static void ImGui::NavUpdateWindowing()
             ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
             if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
             {
-                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
+                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
                 SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
                 g.NavWindowingAccumDeltaPos -= accum_floored;
             }
@@ -13661,6 +14365,9 @@ static void ImGui::NavUpdateWindowing()
     // Apply final focus
     if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
     {
+        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
+        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
+        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
         ClearActiveID();
         SetNavCursorVisibleAfterMove();
         ClosePopupsOverWindow(apply_focus_window, false);
@@ -13678,6 +14385,10 @@ static void ImGui::NavUpdateWindowing()
         // won't be valid.
         if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
             g.NavLayer = ImGuiNavLayer_Menu;
+
+        // Request OS level focus
+        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
+            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
     }
     if (apply_focus_window)
         g.NavWindowingTarget = NULL;
@@ -13706,7 +14417,8 @@ static void ImGui::NavUpdateWindowing()
         if (new_nav_layer != g.NavLayer)
         {
             // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
-            if (new_nav_layer == ImGuiNavLayer_Menu)
+            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
+            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
                 g.NavWindow->NavLastIds[new_nav_layer] = 0;
             NavRestoreLayer(new_nav_layer);
             SetNavCursorVisibleAfterMove();
@@ -13721,6 +14433,8 @@ static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
         return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
     if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
         return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
+    if (window->DockNodeAsHost)
+        return "(Dock node)"; // Not normally shown to user.
     return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
 }
 
@@ -13735,7 +14449,7 @@ void ImGui::NavUpdateWindowingOverlay()
 
     if (g.NavWindowingListWindow == NULL)
         g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
-    const ImGuiViewport* viewport = GetMainViewport();
+    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
     SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
     SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
     PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
@@ -13986,7 +14700,7 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
 
     ImGuiWindow* window = g.CurrentWindow;
     ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
-    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
+    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
         return false;
     IM_ASSERT(id != 0);
     if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
@@ -14016,7 +14730,7 @@ bool ImGui::BeginDragDropTarget()
     if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
         return false;
     ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
-    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems)
+    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
         return false;
 
     const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
@@ -14623,11 +15337,14 @@ ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
 void ImGui::ClearWindowSettings(const char* name)
 {
     //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
+    ImGuiContext& g = *GImGui;
     ImGuiWindow* window = FindWindowByName(name);
     if (window != NULL)
     {
         window->Flags |= ImGuiWindowFlags_NoSavedSettings;
         InitOrLoadWindowSettings(window, NULL);
+        if (window->DockId != 0)
+            DockContextProcessUndockWindow(&g, window, true);
     }
     if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
         settings->WantDelete = true;
@@ -14659,10 +15376,16 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*,
     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); }
-    else if (sscanf(line, "IsChild=%d", &i) == 1)       { settings->IsChild = (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, "IsChild=%d", &i) == 1)           { settings->IsChild = (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)
@@ -14695,10 +15418,16 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
             window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
         }
         IM_ASSERT(settings->ID == window->ID);
-        settings->Pos = ImVec2ih(window->Pos);
+        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
         settings->Size = ImVec2ih(window->SizeFull);
-        settings->IsChild = (window->Flags & ImGuiWindowFlags_ChildWindow) != 0;
+        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;
+        settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set.
         settings->WantDelete = false;
     }
 
@@ -14717,10 +15446,26 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
         }
         else
         {
-            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->Collapsed)
-                buf->appendf("Collapsed=1\n");
+            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)
+            {
+                //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
+                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");
     }
@@ -14743,9 +15488,28 @@ void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
 // [SECTION] VIEWPORTS, PLATFORM WINDOWS
 //-----------------------------------------------------------------------------
 // - GetMainViewport()
+// - FindViewportByID()
+// - FindViewportByPlatformHandle()
+// - SetCurrentViewport() [Internal]
 // - SetWindowViewport() [Internal]
+// - GetWindowAlwaysWantOwnViewport() [Internal]
+// - UpdateTryMergeWindowIntoHostViewport() [Internal]
+// - UpdateTryMergeWindowIntoHostViewports() [Internal]
+// - TranslateWindowsInViewport() [Internal]
+// - ScaleWindowsInViewport() [Internal]
+// - FindHoveredViewportFromPlatformWindowStack() [Internal]
 // - UpdateViewportsNewFrame() [Internal]
-// (this section is more complete in the 'docking' branch)
+// - UpdateViewportsEndFrame() [Internal]
+// - AddUpdateViewport() [Internal]
+// - WindowSelectViewport() [Internal]
+// - WindowSyncOwnedViewport() [Internal]
+// - UpdatePlatformWindows()
+// - RenderPlatformWindowsDefault()
+// - FindPlatformMonitorForPos() [Internal]
+// - FindPlatformMonitorForRect() [Internal]
+// - UpdateViewportPlatformMonitor() [Internal]
+// - DestroyPlatformWindow() [Internal]
+// - DestroyPlatformWindows()
 //-----------------------------------------------------------------------------
 
 ImGuiViewport* ImGui::GetMainViewport()
@@ -14754,40 +15518,4935 @@ ImGuiViewport* ImGui::GetMainViewport()
     return g.Viewports[0];
 }
 
-void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
+// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
+ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
 {
-    window->Viewport = viewport;
+    ImGuiContext& g = *GImGui;
+    for (ImGuiViewportP* viewport : g.Viewports)
+        if (viewport->ID == id)
+            return viewport;
+    return NULL;
+}
+
+ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
+{
+    ImGuiContext& g = *GImGui;
+    for (ImGuiViewportP* viewport : g.Viewports)
+        if (viewport->PlatformHandle == platform_handle)
+            return viewport;
+    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;
+    IM_ASSERT(g.CurrentDpiScale > 0.0f && g.CurrentDpiScale < 99.0f); // Typical correct values would be between 1.0f and 4.0f
+    //IMGUI_DEBUG_LOG_VIEWPORT("[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);
+}
+
+void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
+{
+    // Abandon viewport
+    if (window->ViewportOwned && window->Viewport->Window == window)
+        window->Viewport->Size = ImVec2(0.0f, 0.0f);
+
+    window->Viewport = viewport;
+    window->ViewportId = viewport->ID;
+    window->ViewportOwned = (viewport->Window == window);
+}
+
+static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
+{
+    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
+    ImGuiContext& g = *GImGui;
+    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
+        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
+            if (!window->DockIsActive)
+                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
+                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
+                        return true;
+    return false;
+}
+
+static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
+{
+    ImGuiContext& g = *GImGui;
+    if (window->Viewport == viewport)
+        return false;
+    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
+        return false;
+    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
+        return false;
+    if (!viewport->GetMainRect().Contains(window->Rect()))
+        return false;
+    if (GetWindowAlwaysWantOwnViewport(window))
+        return false;
+
+    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
+    for (ImGuiWindow* window_behind : g.Windows)
+    {
+        if (window_behind == window)
+            break;
+        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
+            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
+                return false;
+    }
+
+    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
+    ImGuiViewportP* old_viewport = window->Viewport;
+    if (window->ViewportOwned)
+        for (int n = 0; n < g.Windows.Size; n++)
+            if (g.Windows[n]->Viewport == old_viewport)
+                SetWindowViewport(g.Windows[n], viewport);
+    SetWindowViewport(window, viewport);
+    BringWindowToDisplayFront(window);
+
+    return true;
+}
+
+// FIXME: handle 0 to N host viewports
+static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
+}
+
+// Translate Dear ImGui windows when a Host Viewport has been moved
+// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
+void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size)
+{
+    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 (ImGuiWindow* window : g.Windows) // FIXME-OPT
+        if (translate_all_windows || (window->Viewport == viewport && (old_size == new_size || test_still_fit_rect.Contains(window->Rect()))))
+            TranslateWindow(window, 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 (ImGuiWindow* window : g.Windows)
+            if (window->Viewport == viewport)
+                ScaleWindow(window, scale);
+    }
+}
+
+// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
+// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
+// B) It requires Platform_GetWindowFocus to be implemented by backend.
+ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiViewportP* best_candidate = NULL;
+    for (ImGuiViewportP* viewport : g.Viewports)
+        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
+            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
+                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.Viewports.Size == 1);
+    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)
+    // Update Focused status
+    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
+    if (viewports_enabled)
+    {
+        ImGuiViewportP* focused_viewport = NULL;
+        for (ImGuiViewportP* viewport : g.Viewports)
+        {
+            const bool platform_funcs_available = viewport->PlatformWindowCreated;
+            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
+            {
+                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
+                if (is_minimized)
+                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
+                else
+                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
+            }
+
+            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
+            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
+            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
+            {
+                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
+                if (is_focused)
+                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
+                else
+                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
+                if (is_focused)
+                    focused_viewport = viewport;
+            }
+        }
+
+        // Focused viewport has changed?
+        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
+        {
+            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
+            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
+            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
+
+            // Store a tag so we can infer z-order easily from all our windows
+            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
+            // will keep the front most stamp instead of losing it back to their parent viewport.
+            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
+                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
+            g.PlatformLastFocusedViewportId = focused_viewport->ID;
+
+            // Focus associated dear imgui window
+            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
+            // - if focus didn't happen because we destroyed another window (#6462)
+            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
+            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
+            if (apply_imgui_focus_on_focused_viewport)
+            {
+                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
+                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
+                if (focused_viewport->Window != NULL)
+                    FocusWindow(focused_viewport->Window, focus_request_flags);
+                else if (focused_viewport->LastFocusedHadNavWindow)
+                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
+                else
+                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
+            }
+        }
+        if (focused_viewport)
+            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
+    }
+
+    // Create/update main viewport with current platform position.
+    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
+    ImGuiViewportP* main_viewport = g.Viewports[0];
+    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
+    IM_ASSERT(main_viewport->Window == NULL);
+    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
+    ImVec2 main_viewport_size = g.IO.DisplaySize;
+    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
+    {
+        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
+        main_viewport_size = main_viewport->Size;
+    }
+    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
+
+    g.CurrentDpiScale = 0.0f;
+    g.CurrentViewport = NULL;
+    g.MouseViewport = NULL;
+    for (int n = 0; n < g.Viewports.Size; n++)
+    {
+        ImGuiViewportP* viewport = g.Viewports[n];
+        viewport->Idx = n;
+
+        // Erase unused viewports
+        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
+        {
+            DestroyViewport(viewport);
+            n--;
+            continue;
+        }
+
+        const bool platform_funcs_available = viewport->PlatformWindowCreated;
+        if (viewports_enabled)
+        {
+            // Update Position and Size (from Platform Window to ImGui) if requested.
+            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
+            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
+            {
+                // Viewport->WorkPos and WorkSize will be updated below
+                if (viewport->PlatformRequestMove)
+                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
+                if (viewport->PlatformRequestResize)
+                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
+            }
+        }
+
+        // Update/copy monitor info
+        UpdateViewportPlatformMonitor(viewport);
+
+        // Lock down space taken by menu bars and status bars + query initial insets from backend
+        // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc.
+        viewport->WorkInsetMin = viewport->BuildWorkInsetMin;
+        viewport->WorkInsetMax = viewport->BuildWorkInsetMax;
+        viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f);
+        if (g.PlatformIO.Platform_GetWindowWorkAreaInsets != NULL && platform_funcs_available)
+        {
+            ImVec4 insets = g.PlatformIO.Platform_GetWindowWorkAreaInsets(viewport);
+            IM_ASSERT(insets.x >= 0.0f && insets.y >= 0.0f && insets.z >= 0.0f && insets.w >= 0.0f);
+            viewport->BuildWorkInsetMin = ImVec2(insets.x, insets.y);
+            viewport->BuildWorkInsetMax = ImVec2(insets.z, insets.w);
+        }
+        viewport->UpdateWorkRect();
+
+        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
+        viewport->Alpha = 1.0f;
+
+        // Translate Dear ImGui windows when a Host Viewport has been moved
+        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
+        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
+        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
+            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos, viewport->LastSize, viewport->Size);
+
+        // 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;
+        IM_ASSERT(new_dpi_scale > 0.0f && new_dpi_scale < 99.0f); // Typical correct values would be between 1.0f and 4.0f
+        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 = ImTrunc(g.ActiveIdClickOffset * scale_factor);
+        }
+        viewport->DpiScale = new_dpi_scale;
+    }
+
+    // Update fallback monitor
+    g.PlatformMonitorsFullWorkRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
+    if (g.PlatformIO.Monitors.Size == 0)
+    {
+        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
+        monitor->MainPos = main_viewport->Pos;
+        monitor->MainSize = main_viewport->Size;
+        monitor->WorkPos = main_viewport->WorkPos;
+        monitor->WorkSize = main_viewport->WorkSize;
+        monitor->DpiScale = main_viewport->DpiScale;
+        g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos);
+        g.PlatformMonitorsFullWorkRect.Add(monitor->WorkPos + monitor->WorkSize);
+    }
+    else
+    {
+        g.FallbackMonitor = g.PlatformIO.Monitors[0];
+    }
+    for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
+    {
+        g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos);
+        g.PlatformMonitorsFullWorkRect.Add(monitor.WorkPos + monitor.WorkSize);
+    }
+
+    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))
+            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
+    }
+    else
+    {
+        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
+        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
+        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
+        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
+        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
+    }
+    if (viewport_hovered != NULL)
+        g.MouseLastHoveredViewport = viewport_hovered;
+    else if (g.MouseLastHoveredViewport == NULL)
+        g.MouseLastHoveredViewport = g.Viewports[0];
+
+    // Update mouse reference viewport
+    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
+    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
+    if (g.MovingWindow && g.MovingWindow->Viewport)
+        g.MouseViewport = g.MovingWindow->Viewport;
+    else
+        g.MouseViewport = g.MouseLastHoveredViewport;
+
+    // When dragging something, always refer to the last hovered viewport.
+    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
+    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
+    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
+    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
+    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
+    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
+        viewport_hovered = g.MouseLastHoveredViewport;
+    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
+        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
+            g.MouseViewport = viewport_hovered;
+
+    IM_ASSERT(g.MouseViewport != NULL);
+}
+
+// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
+static void ImGui::UpdateViewportsEndFrame()
+{
+    ImGuiContext& g = *GImGui;
+    g.PlatformIO.Viewports.resize(0);
+    for (int i = 0; i < g.Viewports.Size; i++)
+    {
+        ImGuiViewportP* viewport = g.Viewports[i];
+        viewport->LastPos = viewport->Pos;
+        viewport->LastSize = viewport->Size;
+        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
+            if (i > 0) // Always include main viewport in the list
+                continue;
+        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
+            continue;
+        if (i > 0)
+            IM_ASSERT(viewport->Window != NULL);
+        g.PlatformIO.Viewports.push_back(viewport);
+    }
+    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
+}
+
+// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
+ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(id != 0);
+
+    flags |= ImGuiViewportFlags_IsPlatformWindow;
+    if (window != NULL)
+    {
+        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
+            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
+        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
+            flags |= ImGuiViewportFlags_NoInputs;
+        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
+            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
+    }
+
+    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
+    if (viewport)
+    {
+        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
+        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
+            viewport->Pos = pos;
+        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
+            viewport->Size = size;
+        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // 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 = viewport->LastSize = size;
+        viewport->Flags = flags;
+        UpdateViewportPlatformMonitor(viewport);
+        g.Viewports.push_back(viewport);
+        g.ViewportCreatedCount++;
+        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
+
+        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
+        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
+        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
+        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
+        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
+        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
+
+        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
+        // This is so we can select an appropriate font size on the first frame of our window lifetime
+        if (viewport->PlatformMonitor != -1)
+            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
+    }
+
+    viewport->Window = window;
+    viewport->LastFrameActive = g.FrameCount;
+    viewport->UpdateWorkRect();
+    IM_ASSERT(window == NULL || viewport->ID == window->ID);
+
+    if (window != NULL)
+        window->ViewportOwned = true;
+
+    return viewport;
+}
+
+static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
+{
+    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
+    ImGuiContext& g = *GImGui;
+    for (ImGuiWindow* window : g.Windows)
+    {
+        if (window->Viewport != viewport)
+            continue;
+        window->Viewport = NULL;
+        window->ViewportOwned = false;
+    }
+    if (viewport == g.MouseLastHoveredViewport)
+        g.MouseLastHoveredViewport = NULL;
+
+    // Destroy
+    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
+    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
+    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
+    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
+    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
+    IM_DELETE(viewport);
+}
+
+// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
+static void ImGui::WindowSelectViewport(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindowFlags flags = window->Flags;
+    window->ViewportAllowPlatformMonitorExtend = -1;
+
+    // Restore main viewport if multi-viewport is not supported by the backend
+    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
+    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
+    {
+        SetWindowViewport(window, main_viewport);
+        return;
+    }
+    window->ViewportOwned = false;
+
+    // Appearing popups reset their viewport so they can inherit again
+    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
+    {
+        window->Viewport = NULL;
+        window->ViewportId = 0;
+    }
+
+    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
+    {
+        // By default inherit from parent window
+        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
+            window->Viewport = window->ParentWindow->Viewport;
+
+        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
+        if (window->Viewport == NULL && window->ViewportId != 0)
+        {
+            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
+            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
+                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
+        }
+    }
+
+    bool lock_viewport = false;
+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
+    {
+        // Code explicitly request a viewport
+        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
+        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
+        if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
+        {
+            window->Viewport->Window = window;
+            window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
+        }
+        lock_viewport = true;
+    }
+    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
+    {
+        // Always inherit viewport from parent window
+        if (window->DockNode && window->DockNode->HostWindow)
+            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
+        window->Viewport = window->ParentWindow->Viewport;
+    }
+    else if (window->DockNode && window->DockNode->HostWindow)
+    {
+        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
+        window->Viewport = window->DockNode->HostWindow->Viewport;
+    }
+    else if (flags & ImGuiWindowFlags_Tooltip)
+    {
+        window->Viewport = g.MouseViewport;
+    }
+    else if (GetWindowAlwaysWantOwnViewport(window))
+    {
+        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
+    }
+    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
+    {
+        if (window->Viewport != NULL && window->Viewport->Window == window)
+            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
+    }
+    else
+    {
+        // Merge into host viewport?
+        // We cannot test window->ViewportOwned as it set lower in the function.
+        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
+        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
+        if (try_to_merge_into_host_viewport)
+            UpdateTryMergeWindowIntoHostViewports(window);
+    }
+
+    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
+    if (window->Viewport == NULL)
+        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
+            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
+
+    // Mark window as allowed to protrude outside of its viewport and into the current monitor
+    if (!lock_viewport)
+    {
+        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
+        {
+            // We need to take account of the possibility that mouse may become invalid.
+            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
+            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
+            bool use_mouse_ref = (!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !g.NavWindow);
+            bool mouse_valid = IsMousePosValid(&mouse_ref);
+            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
+                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
+            else
+                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
+        }
+        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
+        {
+            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
+            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
+            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
+            {
+                // Steal/transfer ownership
+                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
+                window->Viewport->Window = window;
+                window->Viewport->ID = window->ID;
+                window->Viewport->LastNameHash = 0;
+            }
+            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
+            {
+                // New viewport
+                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
+            }
+        }
+        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
+        {
+            // Regular (non-child, non-popup) windows by default are also allowed to protrude
+            // Child windows are kept contained within their parent.
+            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
+        }
+    }
+
+    // Update flags
+    window->ViewportOwned = (window == window->Viewport->Window);
+    window->ViewportId = window->Viewport->ID;
+
+    // If the OS window has a title bar, hide our imgui title bar
+    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
+    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
+}
+
+void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
+{
+    ImGuiContext& g = *GImGui;
+
+    bool viewport_rect_changed = false;
+
+    // Synchronize window --> viewport in most situations
+    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
+    if (window->Viewport->PlatformRequestMove)
+    {
+        window->Pos = window->Viewport->Pos;
+        MarkIniSettingsDirty(window);
+    }
+    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
+    {
+        viewport_rect_changed = true;
+        window->Viewport->Pos = window->Pos;
+    }
+
+    if (window->Viewport->PlatformRequestResize)
+    {
+        window->Size = window->SizeFull = window->Viewport->Size;
+        MarkIniSettingsDirty(window);
+    }
+    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
+    {
+        viewport_rect_changed = true;
+        window->Viewport->Size = window->Size;
+    }
+    window->Viewport->UpdateWorkRect();
+
+    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
+    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
+    if (viewport_rect_changed)
+        UpdateViewportPlatformMonitor(window->Viewport);
+
+    // Update common viewport flags
+    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
+    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
+    ImGuiWindowFlags window_flags = window->Flags;
+    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
+    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
+    if (window_flags & ImGuiWindowFlags_Tooltip)
+        viewport_flags |= ImGuiViewportFlags_TopMost;
+    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
+        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
+    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
+        viewport_flags |= ImGuiViewportFlags_NoDecoration;
+
+    // Not correct to set modal as topmost because:
+    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
+    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
+    //if (flags & ImGuiWindowFlags_Modal)
+    //    viewport_flags |= ImGuiViewportFlags_TopMost;
+
+    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
+    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
+    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
+    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
+    if (is_short_lived_floating_window && !is_modal)
+        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
+
+    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
+    if (window->WindowClass.ViewportFlagsOverrideSet)
+        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
+    if (window->WindowClass.ViewportFlagsOverrideClear)
+        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
+
+    // We can also tell the backend that clearing the platform window won't be necessary,
+    // as our window background is filling the viewport and we have disabled BgAlpha.
+    // FIXME: Work on support for per-viewport transparency (#2766)
+    if (!(window_flags & ImGuiWindowFlags_NoBackground))
+        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
+
+    window->Viewport->Flags = viewport_flags;
+
+    // Update parent viewport ID
+    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
+    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
+        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
+    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
+        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
+    else
+        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
+}
+
+// Called by user at the end of the main loop, after EndFrame()
+// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
+void ImGui::UpdatePlatformWindows()
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
+    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
+    g.FrameCountPlatformEnded = g.FrameCount;
+    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
+        return;
+
+    // Create/resize/destroy platform windows to match each active viewport.
+    // Skip the main viewport (index 0), which is always fully handled by the application!
+    for (int i = 1; i < g.Viewports.Size; i++)
+    {
+        ImGuiViewportP* viewport = g.Viewports[i];
+
+        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
+        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
+        bool destroy_platform_window = false;
+        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
+        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
+        if (destroy_platform_window)
+        {
+            DestroyPlatformWindow(viewport);
+            continue;
+        }
+
+        // New windows that appears directly in a new viewport won't always have a size on their first frame
+        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
+            continue;
+
+        // Create window
+        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
+        if (is_new_platform_window)
+        {
+            IMGUI_DEBUG_LOG_VIEWPORT("[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);
+            g.PlatformWindowsCreatedCount++;
+            viewport->LastNameHash = 0;
+            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
+            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
+            viewport->PlatformWindowCreated = true;
+        }
+
+        // Apply Position and Size (from ImGui to Platform/Renderer backends)
+        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
+            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
+        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
+            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
+        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
+            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
+        viewport->LastPlatformPos = viewport->Pos;
+        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
+
+        // Update title bar (if it changed)
+        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
+        {
+            const char* title_begin = window_for_title->Name;
+            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
+            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
+            if (viewport->LastNameHash != title_hash)
+            {
+                char title_end_backup_c = *title_end;
+                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
+                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
+                *title_end = title_end_backup_c;
+                viewport->LastNameHash = title_hash;
+            }
+        }
+
+        // Update alpha (if it changed)
+        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
+            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
+        viewport->LastAlpha = viewport->Alpha;
+
+        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
+        if (g.PlatformIO.Platform_UpdateWindow)
+            g.PlatformIO.Platform_UpdateWindow(viewport);
+
+        if (is_new_platform_window)
+        {
+            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
+            if (g.FrameCount < 3)
+                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
+
+            // Show window
+            g.PlatformIO.Platform_ShowWindow(viewport);
+
+            // Even without focus, we assume the window becomes front-most.
+            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
+            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
+                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
+        }
+
+        // Clear request flags
+        viewport->ClearRequestFlags();
+    }
+}
+
+// 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_IsMinimized)
+            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_IsMinimized)
+            continue;
+        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
+        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
+    }
+}
+
+static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
+{
+    ImGuiContext& g = *GImGui;
+    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
+    {
+        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
+        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
+            return monitor_n;
+    }
+    return -1;
+}
+
+// Search for the monitor with the largest intersection area with the given rectangle
+// We generally try to avoid searching loops but the monitor count should be very small here
+// FIXME-OPT: We could test the last monitor used for that viewport first, and early
+static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
+{
+    ImGuiContext& g = *GImGui;
+
+    const int monitor_count = g.PlatformIO.Monitors.Size;
+    if (monitor_count <= 1)
+        return monitor_count - 1;
+
+    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
+    // This is necessary for tooltips which always resize down to zero at first.
+    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
+    int best_monitor_n = -1;
+    float best_monitor_surface = 0.001f;
+
+    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
+    {
+        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
+        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
+        if (monitor_rect.Contains(rect))
+            return monitor_n;
+        ImRect overlapping_rect = rect;
+        overlapping_rect.ClipWithFull(monitor_rect);
+        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
+        if (overlapping_surface < best_monitor_surface)
+            continue;
+        best_monitor_surface = overlapping_surface;
+        best_monitor_n = monitor_n;
+    }
+    return best_monitor_n;
+}
+
+// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
+static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
+{
+    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
+}
+
+// Return value is always != NULL, but don't hold on it across frames.
+const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
+    int monitor_idx = viewport->PlatformMonitor;
+    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
+        return &g.PlatformIO.Monitors[monitor_idx];
+    return &g.FallbackMonitor;
+}
+
+void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
+{
+    ImGuiContext& g = *GImGui;
+    if (viewport->PlatformWindowCreated)
+    {
+        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
+        if (g.PlatformIO.Renderer_DestroyWindow)
+            g.PlatformIO.Renderer_DestroyWindow(viewport);
+        if (g.PlatformIO.Platform_DestroyWindow)
+            g.PlatformIO.Platform_DestroyWindow(viewport);
+        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
+
+        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
+        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
+        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
+            viewport->PlatformWindowCreated = false;
+    }
+    else
+    {
+        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
+    }
+    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
+    viewport->ClearRequestFlags();
+}
+
+void ImGui::DestroyPlatformWindows()
+{
+    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
+    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
+    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
+    // code to operator a consistent manner.
+    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
+    // crashing if it doesn't have data stored.
+    ImGuiContext& g = *GImGui;
+    for (ImGuiViewportP* viewport : g.Viewports)
+        DestroyPlatformWindow(viewport);
+}
+
+
+//-----------------------------------------------------------------------------
+// [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
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// Typical Docking call flow: (root level is generally public API):
+//-----------------------------------------------------------------------------
+// - NewFrame()                               new dear imgui frame
+//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
+//    | - DockContextProcessUndockWindow()    - process one window undocking request
+//    | - DockContextProcessUndockNode()      - process one whole node undocking request
+//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
+//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
+//    | - DockContextProcessDock()            - process one docking request
+//    | - DockNodeUpdate()
+//    |   - DockNodeUpdateForRootNode()
+//    |     - DockNodeUpdateFlagsAndCollapse()
+//    |     - DockNodeFindInfo()
+//    |   - destroy unused node or tab bar
+//    |   - create dock node host window
+//    |      - Begin() etc.
+//    |   - DockNodeStartMouseMovingWindow()
+//    |   - DockNodeTreeUpdatePosSize()
+//    |   - DockNodeTreeUpdateSplitter()
+//    |   - draw node background
+//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
+//    |     - DockNodeAddTabBar()
+//    |     - DockNodeWindowMenuUpdate()
+//    |     - DockNodeCalcTabBarLayout()
+//    |     - BeginTabBarEx()
+//    |     - TabItemEx() calls
+//    |     - EndTabBar()
+//    |   - BeginDockableDragDropTarget()
+//    |      - DockNodeUpdate()               - recurse into child nodes...
+//-----------------------------------------------------------------------------
+// - DockSpace()                              user submit a dockspace into a window
+//    | Begin(Child)                          - create a child window
+//    | DockNodeUpdate()                      - call main dock node update function
+//    | End(Child)
+//    | ItemSize()
+//-----------------------------------------------------------------------------
+// - Begin()
+//    | BeginDocked()
+//    | BeginDockableDragDropSource()
+//    | BeginDockableDragDropTarget()
+//    | - DockNodePreviewDockRender()
+//-----------------------------------------------------------------------------
+// - EndFrame()
+//    | DockContextEndFrame()
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// Docking: Internal Types
+//-----------------------------------------------------------------------------
+// - ImGuiDockRequestType
+// - ImGuiDockRequest
+// - ImGuiDockPreviewData
+// - ImGuiDockNodeSettings
+// - ImGuiDockContext
+//-----------------------------------------------------------------------------
+
+enum ImGuiDockRequestType
+{
+    ImGuiDockRequestType_None = 0,
+    ImGuiDockRequestType_Dock,
+    ImGuiDockRequestType_Undock,
+    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
+};
+
+struct ImGuiDockRequest
+{
+    ImGuiDockRequestType    Type;
+    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
+    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
+    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
+    ImGuiDir                DockSplitDir;
+    float                   DockSplitRatio;
+    bool                    DockSplitOuter;
+    ImGuiWindow*            UndockTargetWindow;
+    ImGuiDockNode*          UndockTargetNode;
+
+    ImGuiDockRequest()
+    {
+        Type = ImGuiDockRequestType_None;
+        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
+        DockTargetNode = UndockTargetNode = NULL;
+        DockSplitDir = ImGuiDir_None;
+        DockSplitRatio = 0.5f;
+        DockSplitOuter = false;
+    }
+};
+
+struct ImGuiDockPreviewData
+{
+    ImGuiDockNode   FutureNode;
+    bool            IsDropAllowed;
+    bool            IsCenterAvailable;
+    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
+    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
+    ImGuiDockNode*  SplitNode;
+    ImGuiDir        SplitDir;
+    float           SplitRatio;
+    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
+
+    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
+};
+
+// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
+struct ImGuiDockNodeSettings
+{
+    ImGuiID             ID;
+    ImGuiID             ParentNodeId;
+    ImGuiID             ParentWindowId;
+    ImGuiID             SelectedTabId;
+    signed char         SplitAxis;
+    char                Depth;
+    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
+    ImVec2ih            Pos;
+    ImVec2ih            Size;
+    ImVec2ih            SizeRef;
+    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
+};
+
+//-----------------------------------------------------------------------------
+// Docking: Forward Declarations
+//-----------------------------------------------------------------------------
+
+namespace ImGui
+{
+    // ImGuiDockContext
+    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
+    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
+    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
+    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
+    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
+    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
+    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
+    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
+
+    // ImGuiDockNode
+    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
+    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
+    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
+    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
+    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
+    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
+    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
+    static void             DockNodeUpdate(ImGuiDockNode* node);
+    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
+    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
+    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
+    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
+    static void             DockNodeAddTabBar(ImGuiDockNode* node);
+    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
+    static void             DockNodeWindowMenuUpdate(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, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
+    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
+    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
+    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
+    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
+    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
+    static int              DockNodeGetTabOrder(ImGuiWindow* window);
+
+    // ImGuiDockNode tree manipulations
+    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
+    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
+    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
+    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
+    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
+    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
+
+    // Settings
+    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
+    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
+    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
+    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
+    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
+    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
+    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
+    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
+}
+
+//-----------------------------------------------------------------------------
+// Docking: ImGuiDockContext
+//-----------------------------------------------------------------------------
+// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
+// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
+// At boot time only, we run a simple GC to remove nodes that have no references.
+// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
+// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
+// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
+//-----------------------------------------------------------------------------
+// - DockContextInitialize()
+// - DockContextShutdown()
+// - DockContextClearNodes()
+// - DockContextRebuildNodes()
+// - DockContextNewFrameUpdateUndocking()
+// - DockContextNewFrameUpdateDocking()
+// - DockContextEndFrame()
+// - DockContextFindNodeByID()
+// - DockContextBindNodeToWindow()
+// - DockContextGenNodeID()
+// - DockContextAddNode()
+// - DockContextRemoveNode()
+// - ImGuiDockContextPruneNodeData
+// - DockContextPruneUnusedSettingsNodes()
+// - DockContextBuildNodesFromSettings()
+// - DockContextBuildAddWindowsToNodes()
+//-----------------------------------------------------------------------------
+
+void ImGui::DockContextInitialize(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+
+    // Add .ini handle for persistent docking data
+    ImGuiSettingsHandler ini_handler;
+    ini_handler.TypeName = "Docking";
+    ini_handler.TypeHash = ImHashStr("Docking");
+    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
+    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
+    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
+    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
+    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
+    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
+    g.SettingsHandlers.push_back(ini_handler);
+
+    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
+}
+
+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)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiDockContext* dc = &ctx->DockContext;
+    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
+    SaveIniSettingsToMemory();
+    ImGuiID root_id = 0; // Rebuild all
+    DockContextClearNodes(ctx, root_id, false);
+    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
+    DockContextBuildAddWindowsToNodes(ctx, root_id);
+}
+
+// Docking context update function, called by NewFrame()
+void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiDockContext* dc = &ctx->DockContext;
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+    {
+        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
+            DockContextClearNodes(ctx, 0, true);
+        return;
+    }
+
+    // Setting NoSplit at runtime merges all nodes
+    if (g.IO.ConfigDockingNoSplit)
+        for (int n = 0; n < dc->Nodes.Data.Size; n++)
+            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+                if (node->IsRootNode() && node->IsSplitNode())
+                {
+                    DockBuilderRemoveNodeChildNodes(node->ID);
+                    //dc->WantFullRebuild = true;
+                }
+
+    // Process full rebuild
+#if 0
+    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
+        dc->WantFullRebuild = true;
+#endif
+    if (dc->WantFullRebuild)
+    {
+        DockContextRebuildNodes(ctx);
+        dc->WantFullRebuild = false;
+    }
+
+    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
+    for (ImGuiDockRequest& req : dc->Requests)
+    {
+        if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow)
+            DockContextProcessUndockWindow(ctx, req.UndockTargetWindow);
+        else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode)
+            DockContextProcessUndockNode(ctx, req.UndockTargetNode);
+    }
+}
+
+// Docking context update function, called by NewFrame()
+void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiDockContext* dc = &ctx->DockContext;
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+        return;
+
+    // [DEBUG] Store hovered dock node.
+    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
+    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
+    g.DebugHoveredDockNode = NULL;
+    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
+    {
+        if (hovered_window->DockNodeAsHost)
+            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
+        else if (hovered_window->RootWindow->DockNode)
+            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
+    }
+
+    // Process Docking requests
+    for (ImGuiDockRequest& req : dc->Requests)
+        if (req.Type == ImGuiDockRequestType_Dock)
+            DockContextProcessDock(ctx, &req);
+    dc->Requests.resize(0);
+
+    // Create windows for each automatic docking nodes
+    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
+    for (int n = 0; n < dc->Nodes.Data.Size; n++)
+        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+            if (node->IsFloatingNode())
+                DockNodeUpdate(node);
+}
+
+void ImGui::DockContextEndFrame(ImGuiContext* ctx)
+{
+    // Draw backgrounds of node missing their window
+    ImGuiContext& g = *ctx;
+    ImGuiDockContext* dc = &g.DockContext;
+    for (int n = 0; n < dc->Nodes.Data.Size; n++)
+        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
+            {
+                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
+                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize);
+                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
+                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
+            }
+}
+
+ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
+{
+    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
+}
+
+ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
+{
+    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
+    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
+    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
+    ImGuiID id = 0x0001;
+    while (DockContextFindNodeByID(ctx, id) != NULL)
+        id++;
+    return id;
+}
+
+static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
+{
+    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
+    ImGuiContext& g = *ctx;
+    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("[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("[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 = FindWindowSettingsByID(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("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
+            DockSettingsRemoveNodeReferences(&settings->ID, 1);
+            settings->ID = 0;
+        }
+    }
+}
+
+static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
+{
+    // Build nodes
+    for (int node_n = 0; node_n < node_settings_count; node_n++)
+    {
+        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
+        if (settings->ID == 0)
+            continue;
+        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
+        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
+        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
+        node->Size = ImVec2(settings->Size.x, settings->Size.y);
+        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
+        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
+        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
+            node->ParentNode->ChildNodes[0] = node;
+        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
+            node->ParentNode->ChildNodes[1] = node;
+        node->SelectedTabId = settings->SelectedTabId;
+        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
+        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
+
+        // Bind host window immediately if it already exist (in case of a rebuild)
+        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
+        char host_window_title[20];
+        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
+    }
+}
+
+void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
+{
+    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
+    ImGuiContext& g = *ctx;
+    for (ImGuiWindow* window : g.Windows)
+    {
+        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 (ImGuiDockRequest& req : dc->Requests)
+        if (req.DockTargetNode == node)
+            req.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("[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->Name, req->DockSplitDir);
+    else
+        IMGUI_DEBUG_LOG_DOCKING("[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->TabId;
+    }
+
+    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
+    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
+    if (node)
+        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
+    if (node && target_window && node == target_window->DockNodeAsHost)
+        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
+
+    // Create new node and add existing window to it
+    if (node == NULL)
+    {
+        node = DockContextAddNode(ctx, 0);
+        node->Pos = target_window->Pos;
+        node->Size = target_window->Size;
+        if (target_window->DockNodeAsHost == NULL)
+        {
+            DockNodeAddWindow(node, target_window, true);
+            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
+            target_window->DockIsActive = true;
+        }
+    }
+
+    ImGuiDir split_dir = req->DockSplitDir;
+    if (split_dir != ImGuiDir_None)
+    {
+        // Split into two, one side will be our payload node unless we are dropping a loose window
+        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
+        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
+        const float split_ratio = req->DockSplitRatio;
+        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
+        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
+        new_node->HostWindow = node->HostWindow;
+        node = new_node;
+    }
+    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
+
+    if (node != payload_node)
+    {
+        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
+        if (node->Windows.Size > 0 && node->TabBar == NULL)
+        {
+            DockNodeAddTabBar(node);
+            for (int n = 0; n < node->Windows.Size; n++)
+                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
+        }
+
+        if (payload_node != NULL)
+        {
+            // Transfer full payload node (with 1+ child windows or child nodes)
+            if (payload_node->IsSplitNode())
+            {
+                if (node->Windows.Size > 0)
+                {
+                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
+                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
+                    // This allows us to preserve some of the underlying dock tree settings nicely.
+                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
+                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
+                    if (visible_node->TabBar)
+                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
+                    DockNodeMoveWindows(node, visible_node);
+                    DockNodeMoveWindows(visible_node, node);
+                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
+                }
+                if (node->IsCentralNode())
+                {
+                    // Central node property needs to be moved to a leaf node, pick the last focused one.
+                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
+                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
+                    IM_ASSERT(last_focused_node != NULL);
+                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
+                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
+                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
+                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
+                    last_focused_root_node->CentralNode = last_focused_node;
+                }
+
+                IM_ASSERT(node->Windows.Size == 0);
+                DockNodeMoveChildNodes(node, payload_node);
+            }
+            else
+            {
+                const ImGuiID payload_dock_id = payload_node->ID;
+                DockNodeMoveWindows(node, payload_node);
+                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
+            }
+            DockContextRemoveNode(ctx, payload_node, true);
+        }
+        else if (payload_window)
+        {
+            // Transfer single window
+            const ImGuiID payload_dock_id = payload_window->DockId;
+            node->VisibleWindow = payload_window;
+            DockNodeAddWindow(node, payload_window, true);
+            if (payload_dock_id != 0)
+                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
+        }
+    }
+    else
+    {
+        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
+        node->WantHiddenTabBarUpdate = true;
+    }
+
+    // Update selection immediately
+    if (ImGuiTabBar* tab_bar = node->TabBar)
+        tab_bar->NextSelectedTabId = next_selected_id;
+    MarkIniSettingsDirty();
+}
+
+// Problem:
+//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
+//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
+//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
+//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
+// Solution:
+//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
+// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
+static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
+{
+    if (ref_viewport == NULL)
+        return size;
+
+    ImGuiContext& g = *GImGui;
+    ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f);
+    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
+    {
+        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
+        max_size = ImTrunc(monitor->WorkSize * 0.90f);
+    }
+    return ImMin(size, max_size);
+}
+
+void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
+{
+    ImGuiContext& g = *ctx;
+    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
+    if (window->DockNode)
+        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
+    else
+        window->DockId = 0;
+    window->Collapsed = false;
+    window->DockIsActive = false;
+    window->DockNodeIsVisible = window->DockTabIsVisible = false;
+    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
+
+    MarkIniSettingsDirty();
+}
+
+void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
+{
+    ImGuiContext& g = *ctx;
+    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
+    IM_ASSERT(node->IsLeafNode());
+    IM_ASSERT(node->Windows.Size >= 1);
+
+    if (node->IsRootNode() || node->IsCentralNode())
+    {
+        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
+        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
+        new_node->Pos = node->Pos;
+        new_node->Size = node->Size;
+        new_node->SizeRef = node->SizeRef;
+        DockNodeMoveWindows(new_node, node);
+        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
+        node = new_node;
+    }
+    else
+    {
+        // Otherwise extract our node and merge our sibling back into the parent node.
+        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
+        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
+        node->ParentNode->ChildNodes[index_in_parent] = NULL;
+        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
+        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
+        node->ParentNode = NULL;
+    }
+    for (ImGuiWindow* window : node->Windows)
+    {
+        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
+        if (window->ParentWindow)
+            window->ParentWindow->DC.ChildWindows.find_erase(window);
+        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
+    }
+    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
+    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
+    node->WantMouseMove = true;
+    MarkIniSettingsDirty();
+}
+
+// This is mostly used for automation.
+bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
+{
+    if (target != NULL && target_node == NULL)
+        target_node = target->DockNode;
+
+    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
+    // (which would be functionally identical) we only show the outer one. Reflect this here.
+    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
+        split_outer = true;
+    ImGuiDockPreviewData split_data;
+    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
+    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
+        return false;
+    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
+    return true;
+}
+
+//-----------------------------------------------------------------------------
+// Docking: ImGuiDockNode
+//-----------------------------------------------------------------------------
+// - DockNodeGetTabOrder()
+// - DockNodeAddWindow()
+// - DockNodeRemoveWindow()
+// - DockNodeMoveChildNodes()
+// - DockNodeMoveWindows()
+// - DockNodeApplyPosSizeToWindows()
+// - DockNodeHideHostWindow()
+// - ImGuiDockNodeFindInfoResults
+// - DockNodeFindInfo()
+// - DockNodeFindWindowByID()
+// - DockNodeUpdateFlagsAndCollapse()
+// - DockNodeUpdateHasCentralNodeFlag()
+// - DockNodeUpdateVisibleFlag()
+// - DockNodeStartMouseMovingWindow()
+// - DockNodeUpdate()
+// - DockNodeUpdateWindowMenu()
+// - DockNodeBeginAmendTabBar()
+// - DockNodeEndAmendTabBar()
+// - DockNodeUpdateTabBar()
+// - DockNodeAddTabBar()
+// - DockNodeRemoveTabBar()
+// - DockNodeIsDropAllowedOne()
+// - DockNodeIsDropAllowed()
+// - DockNodeCalcTabBarLayout()
+// - DockNodeCalcSplitRects()
+// - DockNodeCalcDropRectsAndTestMousePos()
+// - DockNodePreviewDockSetup()
+// - DockNodePreviewDockRender()
+//-----------------------------------------------------------------------------
+
+ImGuiDockNode::ImGuiDockNode(ImGuiID id)
+{
+    ID = id;
+    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
+    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
+    TabBar = NULL;
+    SplitAxis = ImGuiAxis_None;
+
+    State = ImGuiDockNodeState_Unknown;
+    LastBgColor = IM_COL32_WHITE;
+    HostWindow = VisibleWindow = NULL;
+    CentralNode = OnlyNodeWithWindows = NULL;
+    CountNodeWithWindows = 0;
+    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
+    LastFocusedNodeId = 0;
+    SelectedTabId = 0;
+    WantCloseTabId = 0;
+    RefViewportId = 0;
+    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
+    AuthorityForViewport = ImGuiDataAuthority_Auto;
+    IsVisible = true;
+    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
+    IsBgDrawnThisFrame = false;
+    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
+}
+
+ImGuiDockNode::~ImGuiDockNode()
+{
+    IM_DELETE(TabBar);
+    TabBar = NULL;
+    ChildNodes[0] = ChildNodes[1] = NULL;
+}
+
+int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
+{
+    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
+    if (tab_bar == NULL)
+        return -1;
+    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
+    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
+}
+
+static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
+{
+    window->Hidden = true;
+    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
+}
+
+static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
+{
+    ImGuiContext& g = *GImGui; (void)g;
+    if (window->DockNode)
+    {
+        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
+        IM_ASSERT(window->DockNode->ID != node->ID);
+        DockNodeRemoveWindow(window->DockNode, window, 0);
+    }
+    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
+    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
+
+    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
+    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
+    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
+    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
+        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
+
+    node->Windows.push_back(window);
+    node->WantHiddenTabBarUpdate = true;
+    window->DockNode = node;
+    window->DockId = node->ID;
+    window->DockIsActive = (node->Windows.Size > 1);
+    window->DockTabWantClose = false;
+
+    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
+    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
+    if (node->HostWindow == NULL && node->IsFloatingNode())
+    {
+        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
+            node->AuthorityForPos = ImGuiDataAuthority_Window;
+        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
+            node->AuthorityForSize = ImGuiDataAuthority_Window;
+        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
+            node->AuthorityForViewport = ImGuiDataAuthority_Window;
+    }
+
+    // Add to tab bar if requested
+    if (add_to_tab_bar)
+    {
+        if (node->TabBar == NULL)
+        {
+            DockNodeAddTabBar(node);
+            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
+
+            // Add existing windows
+            for (int n = 0; n < node->Windows.Size - 1; n++)
+                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
+        }
+        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
+    }
+
+    DockNodeUpdateVisibleFlag(node);
+
+    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
+    if (node->HostWindow)
+        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
+}
+
+static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(window->DockNode == node);
+    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
+    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
+    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
+    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
+
+    window->DockNode = NULL;
+    window->DockIsActive = window->DockTabWantClose = false;
+    window->DockId = save_dock_id;
+    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
+    if (window->ParentWindow)
+        window->ParentWindow->DC.ChildWindows.find_erase(window);
+    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
+
+    if (node->HostWindow && node->HostWindow->ViewportOwned)
+    {
+        // When undocking from a user interaction this will always run in NewFrame() and have not much effect.
+        // But mid-frame, if we clear viewport we need to mark window as hidden as well.
+        window->Viewport = NULL;
+        window->ViewportId = 0;
+        window->ViewportOwned = false;
+        window->Hidden = true;
+    }
+
+    // Remove window
+    bool erased = false;
+    for (int n = 0; n < node->Windows.Size; n++)
+        if (node->Windows[n] == window)
+        {
+            node->Windows.erase(node->Windows.Data + n);
+            erased = true;
+            break;
+        }
+    if (!erased)
+        IM_ASSERT(erased);
+    if (node->VisibleWindow == window)
+        node->VisibleWindow = NULL;
+
+    // Remove tab and possibly tab bar
+    node->WantHiddenTabBarUpdate = true;
+    if (node->TabBar)
+    {
+        TabBarRemoveTab(node->TabBar, window->TabId);
+        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];
+        // Note: we used to transport viewport ownership here.
+        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;
+    }
+
+    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
+    for (ImGuiWindow* window : src_node->Windows)
+    {
+        window->DockNode = NULL;
+        window->DockIsActive = false;
+        DockNodeAddWindow(dst_node, window, !move_tab_bar);
+    }
+    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 (ImGuiWindow* window : node->Windows)
+    {
+        SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
+        SetWindowSize(window, node->Size, ImGuiCond_Always);
+    }
+}
+
+static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
+{
+    if (node->HostWindow)
+    {
+        if (node->HostWindow->DockNodeAsHost == node)
+            node->HostWindow->DockNodeAsHost = NULL;
+        node->HostWindow = NULL;
+    }
+
+    if (node->Windows.Size == 1)
+    {
+        node->VisibleWindow = node->Windows[0];
+        node->Windows[0]->DockIsActive = false;
+    }
+
+    if (node->TabBar)
+        DockNodeRemoveTabBar(node);
+}
+
+// Search function called once by root node in DockNodeUpdate()
+struct ImGuiDockNodeTreeInfo
+{
+    ImGuiDockNode*      CentralNode;
+    ImGuiDockNode*      FirstNodeWithWindows;
+    int                 CountNodesWithWindows;
+    //ImGuiWindowClass  WindowClassForMerges;
+
+    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
+};
+
+static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
+{
+    if (node->Windows.Size > 0)
+    {
+        if (info->FirstNodeWithWindows == NULL)
+            info->FirstNodeWithWindows = node;
+        info->CountNodesWithWindows++;
+    }
+    if (node->IsCentralNode())
+    {
+        IM_ASSERT(info->CentralNode == NULL); // Should be only one
+        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
+        info->CentralNode = node;
+    }
+    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
+        return;
+    if (node->ChildNodes[0])
+        DockNodeFindInfo(node->ChildNodes[0], info);
+    if (node->ChildNodes[1])
+        DockNodeFindInfo(node->ChildNodes[1], info);
+}
+
+static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
+{
+    IM_ASSERT(id != 0);
+    for (ImGuiWindow* window : node->Windows)
+        if (window->ID == id)
+            return window;
+    return NULL;
+}
+
+// - Remove inactive windows/nodes.
+// - Update visibility flag.
+static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
+
+    // Inherit most flags
+    if (node->ParentNode)
+        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
+
+    // Recurse into children
+    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
+    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
+    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
+    node->HasCentralNodeChild = false;
+    if (node->ChildNodes[0])
+        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
+    if (node->ChildNodes[1])
+        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
+
+    // Remove inactive windows, collapse nodes
+    // Merge node flags overrides stored in windows
+    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
+    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+    {
+        ImGuiWindow* window = node->Windows[window_n];
+        IM_ASSERT(window->DockNode == node);
+
+        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
+        bool remove = false;
+        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
+        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
+        remove |= (window->DockTabWantClose);
+        if (remove)
+        {
+            window->DockTabWantClose = false;
+            if (node->Windows.Size == 1 && !node->IsCentralNode())
+            {
+                DockNodeHideHostWindow(node);
+                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
+                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
+                return;
+            }
+            DockNodeRemoveWindow(node, window, node->ID);
+            window_n--;
+            continue;
+        }
+
+        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
+        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
+        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
+    }
+    node->UpdateMergedFlags();
+
+    // Auto-hide tab bar option
+    ImGuiDockNodeFlags node_flags = node->MergedFlags;
+    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
+        node->WantHiddenTabBarToggle = true;
+    node->WantHiddenTabBarUpdate = false;
+
+    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
+    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
+        node->WantHiddenTabBarToggle = false;
+
+    // Apply toggles at a single point of the frame (here!)
+    if (node->Windows.Size > 1)
+        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
+    else if (node->WantHiddenTabBarToggle)
+        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
+    node->WantHiddenTabBarToggle = false;
+
+    DockNodeUpdateVisibleFlag(node);
+}
+
+// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
+static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
+{
+    node->HasCentralNodeChild = false;
+    if (node->ChildNodes[0])
+        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
+    if (node->ChildNodes[1])
+        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
+    if (node->IsRootNode())
+    {
+        ImGuiDockNode* mark_node = node->CentralNode;
+        while (mark_node)
+        {
+            mark_node->HasCentralNodeChild = true;
+            mark_node = mark_node->ParentNode;
+        }
+    }
+}
+
+static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
+{
+    // Update visibility flag
+    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
+    is_visible |= (node->Windows.Size > 0);
+    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
+    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
+    node->IsVisible = is_visible;
+}
+
+static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(node->WantMouseMove == true);
+    StartMouseMovingWindow(window);
+    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
+    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
+    node->WantMouseMove = false;
+}
+
+// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
+static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
+{
+    DockNodeUpdateFlagsAndCollapse(node);
+
+    // - Setup central node pointers
+    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
+    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
+    ImGuiDockNodeTreeInfo info;
+    DockNodeFindInfo(node, &info);
+    node->CentralNode = info.CentralNode;
+    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
+    node->CountNodeWithWindows = info.CountNodesWithWindows;
+    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
+        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
+
+    // Copy the window class from of our first window so it can be used for proper dock filtering.
+    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
+    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
+    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
+    {
+        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
+        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
+            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
+            {
+                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
+                break;
+            }
+    }
+
+    ImGuiDockNode* mark_node = node->CentralNode;
+    while (mark_node)
+    {
+        mark_node->HasCentralNodeChild = true;
+        mark_node = mark_node->ParentNode;
+    }
+}
+
+static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
+{
+    // Remove ourselves from any previous different host window
+    // This can happen if a user mistakenly does (see #4295 for details):
+    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
+    //  - N+1: NewFrame()                   // will create floating host window for that node
+    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
+    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
+        node->HostWindow->DockNodeAsHost = NULL;
+
+    host_window->DockNodeAsHost = node;
+    node->HostWindow = host_window;
+}
+
+static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(node->LastFrameActive != g.FrameCount);
+    node->LastFrameAlive = g.FrameCount;
+    node->IsBgDrawnThisFrame = false;
+
+    node->CentralNode = node->OnlyNodeWithWindows = NULL;
+    if (node->IsRootNode())
+        DockNodeUpdateForRootNode(node);
+
+    // Remove tab bar if not needed
+    if (node->TabBar && node->IsNoTabBar())
+        DockNodeRemoveTabBar(node);
+
+    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
+    bool want_to_hide_host_window = false;
+    if (node->IsFloatingNode())
+    {
+        if (node->Windows.Size <= 1 && node->IsLeafNode())
+            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
+                want_to_hide_host_window = true;
+        if (node->CountNodeWithWindows == 0)
+            want_to_hide_host_window = true;
+    }
+    if (want_to_hide_host_window)
+    {
+        if (node->Windows.Size == 1)
+        {
+            // Floating window pos/size is authoritative
+            ImGuiWindow* single_window = node->Windows[0];
+            node->Pos = single_window->Pos;
+            node->Size = single_window->SizeFull;
+            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
+
+            // Transfer focus immediately so when we revert to a regular window it is immediately selected
+            if (node->HostWindow && g.NavWindow == node->HostWindow)
+                FocusWindow(single_window);
+            if (node->HostWindow)
+            {
+                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
+                single_window->Viewport = node->HostWindow->Viewport;
+                single_window->ViewportId = node->HostWindow->ViewportId;
+                if (node->HostWindow->ViewportOwned)
+                {
+                    single_window->Viewport->ID = single_window->ID;
+                    single_window->Viewport->Window = single_window;
+                    single_window->ViewportOwned = true;
+                }
+            }
+            node->RefViewportId = single_window->ViewportId;
+        }
+
+        DockNodeHideHostWindow(node);
+        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
+        node->WantCloseAll = false;
+        node->WantCloseTabId = 0;
+        node->HasCloseButton = node->HasWindowMenuButton = false;
+        node->LastFrameActive = g.FrameCount;
+
+        if (node->WantMouseMove && node->Windows.Size == 1)
+            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
+        return;
+    }
+
+    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
+    // while the expected visible window is resizing itself.
+    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
+    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
+    //   N+0: Begin(): window created (with no known size), node is created
+    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
+    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
+    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
+    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
+    // In reality it isn't very important as user quickly ends up with size data in .ini file.
+    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
+    {
+        IM_ASSERT(node->Windows.Size > 0);
+        ImGuiWindow* ref_window = NULL;
+        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
+            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
+        if (ref_window == NULL)
+            ref_window = node->Windows[0];
+        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
+        {
+            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
+            return;
+        }
+    }
+
+    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
+
+    // Decide if the node will have a close button and a window menu button
+    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
+    node->HasCloseButton = false;
+    for (ImGuiWindow* window : node->Windows)
+    {
+        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
+        node->HasCloseButton |= window->HasCloseButton;
+        window->DockIsActive = (node->Windows.Size > 1);
+    }
+    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
+        node->HasCloseButton = false;
+
+    // Bind or create host window
+    ImGuiWindow* host_window = NULL;
+    bool beginned_into_host_window = false;
+    if (node->IsDockSpace())
+    {
+        // [Explicit root dockspace node]
+        IM_ASSERT(node->HostWindow);
+        host_window = node->HostWindow;
+    }
+    else
+    {
+        // [Automatic root or child nodes]
+        if (node->IsRootNode() && node->IsVisible)
+        {
+            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
+
+            // Sync Pos
+            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
+                SetNextWindowPos(ref_window->Pos);
+            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
+                SetNextWindowPos(node->Pos);
+
+            // Sync Size
+            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
+                SetNextWindowSize(ref_window->SizeFull);
+            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
+                SetNextWindowSize(node->Size);
+
+            // Sync Collapsed
+            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
+                SetNextWindowCollapsed(ref_window->Collapsed);
+
+            // Sync Viewport
+            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
+                SetNextWindowViewport(ref_window->ViewportId);
+            else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
+                SetNextWindowViewport(node->RefViewportId);
+
+            SetNextWindowClass(&node->WindowClass);
+
+            // Begin into the host window
+            char window_label[20];
+            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
+            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
+            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
+            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
+            window_flags |= ImGuiWindowFlags_NoTitleBar;
+
+            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
+            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
+            Begin(window_label, NULL, window_flags);
+            PopStyleVar();
+            beginned_into_host_window = true;
+
+            host_window = g.CurrentWindow;
+            DockNodeSetupHostWindow(node, host_window);
+            host_window->DC.CursorPos = host_window->Pos;
+            node->Pos = host_window->Pos;
+            node->Size = host_window->Size;
+
+            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
+            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
+            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
+            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
+            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
+            // after the dock host window, losing their top-most status.
+            if (node->HostWindow->Appearing)
+                BringWindowToDisplayFront(node->HostWindow);
+
+            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
+        }
+        else if (node->ParentNode)
+        {
+            node->HostWindow = host_window = node->ParentNode->HostWindow;
+            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
+        }
+        if (node->WantMouseMove && node->HostWindow)
+            DockNodeStartMouseMovingWindow(node, node->HostWindow);
+    }
+    node->RefViewportId = 0; // Clear when we have a host window
+
+    // 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 (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
+            while (p_window != NULL && p_window->DockNode != NULL)
+            {
+                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
+                if (p_node == node)
+                {
+                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
+                    break;
+                }
+                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
+            }
+
+    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
+    ImGuiDockNode* central_node = node->CentralNode;
+    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
+    bool central_node_hole_register_hit_test_hole = central_node_hole;
+    if (central_node_hole)
+        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
+            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
+                central_node_hole_register_hit_test_hole = false;
+    if (central_node_hole_register_hit_test_hole)
+    {
+        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
+        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
+        // covering passthru node we'd have a gap on the edge not covered by the hole)
+        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
+        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
+        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
+        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
+        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
+        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
+        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
+        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
+        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
+        if (central_node_hole && !hole_rect.IsInverted())
+        {
+            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
+            if (host_window->ParentWindow)
+                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
+        }
+    }
+
+    // Update position/size, process and draw resizing splitters
+    if (node->IsRootNode() && host_window)
+    {
+        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
+        PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]);
+        PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]);
+        PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]);
+        DockNodeTreeUpdateSplitter(node);
+        PopStyleColor(3);
+    }
+
+    // Draw empty node background (currently can only be the Central Node)
+    if (host_window && node->IsEmpty() && node->IsVisible)
+    {
+        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
+        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
+        if (node->LastBgColor != 0)
+            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
+        node->IsBgDrawnThisFrame = true;
+    }
+
+    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
+    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
+    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
+    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
+    if (render_dockspace_bg && node->IsVisible)
+    {
+        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
+        if (central_node_hole)
+            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
+        else
+            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
+    }
+
+    // Draw and populate Tab Bar
+    if (host_window)
+        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
+    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]->TabId;
+
+    // Draw payload drop target
+    if (host_window && node->IsVisible)
+        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
+            BeginDockableDragDropTarget(host_window);
+
+    // We update this after DockNodeUpdateTabBar()
+    node->LastFrameActive = g.FrameCount;
+
+    // Recurse into children
+    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
+    if (host_window)
+    {
+        if (node->ChildNodes[0])
+            DockNodeUpdate(node->ChildNodes[0]);
+        if (node->ChildNodes[1])
+            DockNodeUpdate(node->ChildNodes[1]);
+
+        // Render outer borders last (after the tab bar)
+        if (node->IsRootNode())
+            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);
+}
+
+// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
+// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
+// Custom overrides may want to decorate, group, sort entries.
+// Please note those are internal structures: if you copy this expect occasional breakage.
+// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler)
+void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
+{
+    IM_UNUSED(ctx);
+    if (tab_bar->Tabs.Size == 1)
+    {
+        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
+        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
+            node->WantHiddenTabBarToggle = true;
+    }
+    else
+    {
+        // Display a selectable list of windows in this docking node
+        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+        {
+            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+            if (tab->Flags & ImGuiTabItemFlags_Button)
+                continue;
+            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
+                TabBarQueueFocus(tab_bar, tab);
+            SameLine();
+            Text("   ");
+        }
+    }
+}
+
+static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
+{
+    // Try to position the menu so it is more likely to stays within the same viewport
+    ImGuiContext& g = *GImGui;
+    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;
+        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
+        EndPopup();
+    }
+}
+
+// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
+bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
+{
+    if (node->TabBar == NULL || node->HostWindow == NULL)
+        return false;
+    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
+        return false;
+    if (node->TabBar->ID == 0)
+        return false;
+    Begin(node->HostWindow->Name);
+    PushOverrideID(node->ID);
+    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags);
+    IM_UNUSED(ret);
+    IM_ASSERT(ret);
+    return true;
+}
+
+void ImGui::DockNodeEndAmendTabBar()
+{
+    EndTabBar();
+    PopID();
+    End();
+}
+
+static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
+{
+    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
+    ImGuiContext& g = *GImGui;
+    if (g.NavWindowingTarget)
+        return (g.NavWindowingTarget->DockNode == node);
+
+    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
+    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
+    {
+        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
+        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
+        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
+            parent_window = parent_window->ParentWindow->RootWindow;
+        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
+        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
+            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
+                return true;
+    }
+    return false;
+}
+
+// Submit the tab bar corresponding to a dock node and various housekeeping details.
+static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+
+    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
+    const bool closed_all = node->WantCloseAll && node_was_active;
+    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
+    node->WantCloseAll = false;
+    node->WantCloseTabId = 0;
+
+    // Decide if we should use a focused title bar color
+    bool is_focused = false;
+    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+    if (IsDockNodeTitleBarHighlighted(node, root_node))
+        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->TabId;
+        }
+        return;
+    }
+
+    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
+    bool backup_skip_item = host_window->SkipItems;
+    if (!node->IsDockSpace())
+    {
+        host_window->SkipItems = false;
+        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+    }
+
+    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
+    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
+    // as docked windows themselves will override the stack with their own root ID.
+    PushOverrideID(node->ID);
+    ImGuiTabBar* tab_bar = node->TabBar;
+    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
+    if (tab_bar == NULL)
+    {
+        DockNodeAddTabBar(node);
+        tab_bar = node->TabBar;
+    }
+
+    ImGuiID focus_tab_id = 0;
+    node->IsFocused = is_focused;
+
+    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
+    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
+
+    // In a dock node, the Collapse Button turns into the Window Menu button.
+    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
+    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
+    {
+        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
+        DockNodeWindowMenuUpdate(node, tab_bar);
+        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
+            focus_tab_id = tab_bar->NextSelectedTabId;
+        is_focused |= node->IsFocused;
+    }
+
+    // Layout
+    ImRect title_bar_rect, tab_bar_rect;
+    ImVec2 window_menu_button_pos;
+    ImVec2 close_button_pos;
+    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
+
+    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
+    const int tabs_count_old = tab_bar->Tabs.Size;
+    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+    {
+        ImGuiWindow* window = node->Windows[window_n];
+        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
+            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
+    }
+
+    // Title bar
+    if (is_focused)
+        node->LastFrameFocused = g.FrameCount;
+    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
+    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize);
+    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
+
+    // Docking/Collapse button
+    if (has_window_menu_button)
+    {
+        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
+            OpenPopup("#WindowMenu");
+        if (IsItemActive())
+            focus_tab_id = tab_bar->SelectedTabId;
+        if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f)
+            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode));
+    }
+
+    // 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("[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++)
+        {
+            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+            IM_UNUSED(tab);
+            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1);
+        }
+        IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1);
+        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
+            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
+    }
+
+    // Apply NavWindow focus back to the tab bar
+    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
+        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
+
+    // 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->TabId;
+
+    // Begin tab bar
+    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
+    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll;
+    tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline;
+    if (!host_window->Collapsed && is_focused)
+        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
+    tab_bar->ID = GetID("#TabBar");
+    tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width
+    tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize;
+    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags);
+    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
+
+    // Backup style colors
+    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
+    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
+
+    // Submit actual tabs
+    node->VisibleWindow = NULL;
+    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
+    {
+        ImGuiWindow* window = node->Windows[window_n];
+        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
+            continue;
+        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
+        {
+            ImGuiTabItemFlags tab_item_flags = 0;
+            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
+            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
+                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
+            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
+                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
+
+            // Apply stored style overrides for the window
+            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
+
+            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
+            bool tab_open = true;
+            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
+            if (!tab_open)
+                node->WantCloseTabId = window->TabId;
+            if (tab_bar->VisibleTabId == window->TabId)
+                node->VisibleWindow = window;
+
+            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
+            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
+            window->DockTabItemRect = g.LastItemData.Rect;
+
+            // Update navigation ID on menu layer
+            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
+                host_window->NavLastIds[1] = window->TabId;
+        }
+    }
+
+    // Restore style colors
+    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
+
+    // Notify root of visible window (used to display title in OS task bar)
+    if (node->VisibleWindow)
+        if (is_focused || root_node->VisibleWindow == NULL)
+            root_node->VisibleWindow = node->VisibleWindow;
+
+    // Close button (after VisibleWindow was updated)
+    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
+    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
+    const bool close_button_is_visible = node->HasCloseButton;
+    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
+    if (close_button_is_visible)
+    {
+        if (!close_button_is_enabled)
+        {
+            PushItemFlag(ImGuiItemFlags_Disabled, true);
+            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
+        }
+        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
+        {
+            node->WantCloseAll = true;
+            for (int n = 0; n < tab_bar->Tabs.Size; n++)
+                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
+        }
+        //if (IsItemActive())
+        //    focus_tab_id = tab_bar->SelectedTabId;
+        if (!close_button_is_enabled)
+        {
+            PopStyleColor();
+            PopItemFlag();
+        }
+    }
+
+    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
+    // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
+    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
+    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
+    {
+        // AllowOverlap mode required for appending into dock node tab bar,
+        // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
+        bool held;
+        KeepAliveID(title_bar_id);
+        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap);
+        if (g.HoveredId == title_bar_id)
+        {
+            g.LastItemData.ID = title_bar_id;
+        }
+        if (held)
+        {
+            if (IsMouseClicked(0))
+                focus_tab_id = tab_bar->SelectedTabId;
+
+            // Forward moving request to selected window
+            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
+                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space
+        }
+    }
+
+    // Forward focus from host node to selected window
+    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
+    //    focus_tab_id = tab_bar->SelectedTabId;
+
+    // When clicked on a tab we requested focus to the docked child
+    // This overrides the value set by "forward focus from host node to selected window".
+    if (tab_bar->NextSelectedTabId)
+        focus_tab_id = tab_bar->NextSelectedTabId;
+
+    // Apply navigation focus
+    if (focus_tab_id != 0)
+        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
+            if (tab->Window)
+            {
+                FocusWindow(tab->Window);
+                NavInitWindow(tab->Window, false);
+            }
+
+    EndTabBar();
+    PopID();
+
+    // Restore SkipItems flag
+    if (!node->IsDockSpace())
+    {
+        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+        host_window->SkipItems = backup_skip_item;
+    }
+}
+
+static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
+{
+    IM_ASSERT(node->TabBar == NULL);
+    node->TabBar = IM_NEW(ImGuiTabBar);
+}
+
+static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
+{
+    if (node->TabBar == NULL)
+        return;
+    IM_DELETE(node->TabBar);
+    node->TabBar = NULL;
+}
+
+static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
+{
+    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
+        return false;
+
+    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
+    ImGuiWindowClass* payload_class = &payload->WindowClass;
+    if (host_class->ClassId != payload_class->ClassId)
+    {
+        bool pass = false;
+        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
+            pass = true;
+        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
+            pass = true;
+        if (!pass)
+            return false;
+    }
+
+    // Prevent docking any window created above a popup
+    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
+    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
+    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
+    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
+    ImGuiContext& g = *GImGui;
+    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
+        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
+            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
+                return false;
+
+    return true;
+}
+
+static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
+{
+    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
+        return true;
+
+    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
+    for (int payload_n = 0; payload_n < payload_count; payload_n++)
+    {
+        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
+        if (DockNodeIsDropAllowedOne(payload, host_window))
+            return true;
+    }
+    return false;
+}
+
+// window menu button == collapse button when not in a dock node.
+// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
+static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiStyle& style = g.Style;
+
+    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
+    if (out_title_rect) { *out_title_rect = r; }
+
+    r.Min.x += style.WindowBorderSize;
+    r.Max.x -= style.WindowBorderSize;
+
+    float button_sz = g.FontSize;
+    r.Min.x += style.FramePadding.x;
+    r.Max.x -= style.FramePadding.x;
+    ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y);
+    if (node->HasCloseButton)
+    {
+        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
+        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
+    }
+    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
+    {
+        r.Min.x += button_sz + style.ItemInnerSpacing.x;
+    }
+    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
+    {
+        window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
+        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
+    }
+    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_TRUNC(w_avail - size_new[axis]);
+    }
+    else
+    {
+        size_new[axis] = IM_TRUNC(w_avail * 0.5f);
+        size_old[axis] = IM_TRUNC(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 = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
+        //hs_h = ImTrunc(hs_w * 0.15f);
+        //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
+        hs_w = ImTrunc(hs_for_central_nodes * 1.50f);
+        hs_h = ImTrunc(hs_for_central_nodes * 0.80f);
+        off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h));
+    }
+    else
+    {
+        hs_w = ImTrunc(hs_for_central_nodes);
+        hs_h = ImTrunc(hs_for_central_nodes * 0.90f);
+        off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f));
+    }
+
+    ImVec2 c = ImTrunc(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(ImTrunc(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* payload_window, ImGuiDockNode* payload_node, 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.
+    if (payload_node == NULL)
+        payload_node = payload_window->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 == true);
+
+    // Filter, figure out where we are allowed to dock
+    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
+    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
+    data->IsCenterAvailable = true;
+    if (is_outer_docking)
+        data->IsCenterAvailable = false;
+    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
+        data->IsCenterAvailable = false;
+    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode())
+        data->IsCenterAvailable = false;
+    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
+        data->IsCenterAvailable = false;
+    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
+        data->IsCenterAvailable = false;
+    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
+        data->IsCenterAvailable = false;
+
+    data->IsSidesAvailable = true;
+    if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || 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 (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) || (payload_window->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, payload_window->Size);
+
+        // Calculate split ratio so we can pass it down the docking request
+        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
+        data->FutureNode.Pos = pos_new;
+        data->FutureNode.Size = size_new;
+        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
+    }
+}
+
+static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
+
+    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
+    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
+    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
+
+    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
+    int overlay_draw_lists_count = 0;
+    ImDrawList* overlay_draw_lists[2];
+    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
+    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
+        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
+
+    // Draw main preview rectangle
+    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
+    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
+    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
+    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
+
+    // Display area preview
+    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
+    if (data->IsDropAllowed)
+    {
+        ImRect overlay_rect = data->FutureNode.Rect();
+        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
+            overlay_rect.Min.y += GetFrameHeight();
+        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
+            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
+                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize));
+    }
+
+    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
+    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
+    {
+        // Compute target tab bar geometry so we can locate our preview tabs
+        ImRect tab_bar_rect;
+        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
+        ImVec2 tab_pos = tab_bar_rect.Min;
+        if (host_node && host_node->TabBar)
+        {
+            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
+                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
+            else
+                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
+        }
+        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
+        {
+            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
+        }
+
+        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
+        if (root_payload->DockNodeAsHost)
+            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
+        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
+        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
+        for (int payload_n = 0; payload_n < payload_count; payload_n++)
+        {
+            // DockNode's TabBar may have non-window Tabs manually appended by user
+            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
+            if (tab_bar_with_payload && payload_window == NULL)
+                continue;
+            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
+                continue;
+
+            // Calculate the tab bounding box for each payload window
+            ImVec2 tab_size = TabItemCalcSize(payload_window);
+            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
+            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
+            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
+            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabSelected]);
+            PushStyleColor(ImGuiCol_Text, overlay_col_text);
+            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
+            {
+                ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0;
+                if (!tab_bar_rect.Contains(tab_bb))
+                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
+                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
+                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
+                if (!tab_bar_rect.Contains(tab_bb))
+                    overlay_draw_lists[overlay_n]->PopClipRect();
+            }
+            PopStyleColor();
+        }
+    }
+
+    // Display drop boxes
+    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
+    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
+    {
+        if (!data->DropRectsDraw[dir + 1].IsInverted())
+        {
+            ImRect draw_r = data->DropRectsDraw[dir + 1];
+            ImRect draw_r_in = draw_r;
+            draw_r_in.Expand(-2.0f);
+            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
+            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
+            {
+                ImVec2 center = ImFloor(draw_r_in.GetCenter());
+                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
+                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
+                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
+                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
+                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
+                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
+            }
+        }
+
+        // Stop after ImGuiDir_None
+        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || 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] - g.Style.DockingSeparatorSize);
+    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] = ImTrunc(size_avail * split_ratio);
+    child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]);
+
+    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
+    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
+    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
+    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
+
+    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
+    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
+    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
+    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
+    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
+    child_0->UpdateMergedFlags();
+    child_1->UpdateMergedFlags();
+    parent_node->UpdateMergedFlags();
+    if (child_inheritor->IsCentralNode())
+        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
+}
+
+void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
+{
+    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
+    ImGuiContext& g = *GImGui;
+    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("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
+
+    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
+    DockNodeMoveChildNodes(parent_node, merge_lead_child);
+    if (child_0)
+    {
+        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
+        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
+    }
+    if (child_1)
+    {
+        DockNodeMoveWindows(parent_node, child_1);
+        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
+    }
+    DockNodeApplyPosSizeToWindows(parent_node);
+    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
+    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
+    parent_node->SizeRef = backup_last_explicit_size;
+
+    // Flags transfer
+    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
+    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
+    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
+    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
+    parent_node->UpdateMergedFlags();
+
+    if (child_0)
+    {
+        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
+        IM_DELETE(child_0);
+    }
+    if (child_1)
+    {
+        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
+        IM_DELETE(child_1);
+    }
+}
+
+// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
+// (Depth-first, Pre-Order)
+void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
+{
+    // During the regular dock node update we write to all nodes.
+    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
+    ImGuiContext& g = *GImGui;
+    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
+    if (write_to_node)
+    {
+        node->Pos = pos;
+        node->Size = size;
+    }
+
+    if (node->IsLeafNode())
+        return;
+
+    ImGuiDockNode* child_0 = node->ChildNodes[0];
+    ImGuiDockNode* child_1 = node->ChildNodes[1];
+    ImVec2 child_0_pos = pos, child_1_pos = pos;
+    ImVec2 child_0_size = size, child_1_size = size;
+
+    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
+    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
+    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
+    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
+
+    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
+    {
+        const float spacing = g.Style.DockingSeparatorSize;
+        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
+        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
+
+        // Size allocation policy
+        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
+        const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
+
+        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
+        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc()
+        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
+
+        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
+        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
+        {
+            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
+            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
+            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
+        }
+        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
+        {
+            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
+            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
+            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
+        }
+        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
+        {
+            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
+            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
+            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
+            child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio);
+            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
+            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
+        }
+
+        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
+        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
+        {
+            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
+            child_1_size[axis] = (size_avail - child_0_size[axis]);
+        }
+        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
+        {
+            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
+            child_0_size[axis] = (size_avail - child_1_size[axis]);
+        }
+        else
+        {
+            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
+            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
+            child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f));
+            child_1_size[axis] = (size_avail - child_0_size[axis]);
+        }
+
+        child_1_pos[axis] += spacing + child_0_size[axis];
+    }
+
+    if (only_write_to_single_node == NULL)
+        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
+
+    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
+    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
+    if (child_0_recurse)
+        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
+    if (child_1_recurse)
+        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
+}
+
+static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
+{
+    if (node->IsLeafNode())
+    {
+        touching_nodes->push_back(node);
+        return;
+    }
+    if (node->ChildNodes[0]->IsVisible)
+        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
+            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
+    if (node->ChildNodes[1]->IsVisible)
+        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
+            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
+}
+
+// (Depth-First, Pre-Order)
+void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
+{
+    if (node->IsLeafNode())
+        return;
+
+    ImGuiContext& g = *GImGui;
+
+    ImGuiDockNode* child_0 = node->ChildNodes[0];
+    ImGuiDockNode* child_1 = node->ChildNodes[1];
+    if (child_0->IsVisible && child_1->IsVisible)
+    {
+        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
+        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
+        IM_ASSERT(axis != ImGuiAxis_None);
+        ImRect bb;
+        bb.Min = child_0->Pos;
+        bb.Max = child_1->Pos;
+        bb.Min[axis] += child_0->Size[axis];
+        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
+        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
+
+        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
+        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
+        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
+        {
+            ImGuiWindow* window = g.CurrentWindow;
+            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
+        }
+        else
+        {
+            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
+            //bb.Max[axis] -= 1;
+            PushID(node->ID);
+
+            // Find resizing limits by gathering list of nodes that are touching the splitter line.
+            ImVector<ImGuiDockNode*> touching_nodes[2];
+            float min_size = g.Style.WindowMinSize[axis];
+            float resize_limits[2];
+            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
+            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
+
+            ImGuiID splitter_id = GetID("##Splitter");
+            if (g.ActiveId == splitter_id) // Only process when splitter is active
+            {
+                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
+                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
+                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
+                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
+                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
+                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
+
+                // [DEBUG] Render touching nodes & limits
+                /*
+                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
+                for (int n = 0; n < 2; n++)
+                {
+                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
+                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
+                    if (axis == ImGuiAxis_X)
+                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
+                    else
+                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
+                }
+                */
+            }
+
+            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
+            float cur_size_0 = child_0->Size[axis];
+            float cur_size_1 = child_1->Size[axis];
+            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
+            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
+            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
+            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
+            {
+                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
+                {
+                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
+                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
+                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
+
+                    // Lock the size of every node that is a sibling of the node we are touching
+                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
+                    for (int side_n = 0; side_n < 2; side_n++)
+                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
+                        {
+                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
+                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
+                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
+                            while (touching_node->ParentNode != node)
+                            {
+                                if (touching_node->ParentNode->SplitAxis == axis)
+                                {
+                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
+                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
+                                    node_to_preserve->WantLockSizeOnce = true;
+                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
+                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
+                                }
+                                touching_node = touching_node->ParentNode;
+                            }
+                        }
+
+                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
+                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
+                    MarkIniSettingsDirty();
+                }
+            }
+            PopID();
+        }
+    }
+
+    if (child_0->IsVisible)
+        DockNodeTreeUpdateSplitter(child_0);
+    if (child_1->IsVisible)
+        DockNodeTreeUpdateSplitter(child_1);
+}
+
+ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
+{
+    if (node->IsLeafNode())
+        return node;
+    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
+        return leaf_node;
+    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
+        return leaf_node;
+    return NULL;
+}
+
+ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
+{
+    if (!node->IsVisible)
+        return NULL;
+
+    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
+    ImRect r(node->Pos, node->Pos + node->Size);
+    r.Expand(dock_spacing * 0.5f);
+    bool inside = r.Contains(pos);
+    if (!inside)
+        return NULL;
+
+    if (node->IsLeafNode())
+        return node;
+    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
+        return hovered_node;
+    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
+        return hovered_node;
+
+    // This means we are hovering over the splitter/spacing of a parent node
+    return node;
+}
+
+//-----------------------------------------------------------------------------
+// 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& g = *GImGui;
+    if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, 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.
+// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
+ImGuiID ImGui::DockSpace(ImGuiID dockspace_id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiWindow* window = GetCurrentWindowRead();
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+        return 0;
+
+    // Early out if parent window is hidden/collapsed
+    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
+    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
+    if (window->SkipItems)
+        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
+    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
+        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
+
+    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags!
+    IM_ASSERT((flags & ImGuiDockNodeFlags_CentralNode) == 0); // Flag is automatically set by DockSpace() as LocalFlags, not SharedFlags! (#8145)
+
+    IM_ASSERT(dockspace_id != 0);
+    ImGuiDockNode* node = DockContextFindNodeByID(&g, dockspace_id);
+    if (node == NULL)
+    {
+        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", dockspace_id);
+        node = DockContextAddNode(&g, dockspace_id);
+        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
+    }
+    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
+        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", dockspace_id, node->WindowClass.ClassId, window_class->ClassId);
+    node->SharedFlags = flags;
+    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
+
+    // When a DockSpace transitioned form implicit to explicit this may be called a second time
+    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
+    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
+    {
+        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
+        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
+        return dockspace_id;
+    }
+    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
+
+    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
+    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
+    {
+        node->LastFrameAlive = g.FrameCount;
+        return dockspace_id;
+    }
+
+    const ImVec2 content_avail = GetContentRegionAvail();
+    ImVec2 size = ImTrunc(size_arg);
+    if (size.x <= 0.0f)
+        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
+    if (size.y <= 0.0f)
+        size.y = ImMax(content_avail.y + size.y, 4.0f);
+    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
+
+    node->Pos = window->DC.CursorPos;
+    node->Size = node->SizeRef = size;
+    SetNextWindowPos(node->Pos);
+    SetNextWindowSize(node->Size);
+    g.NextWindowData.PosUndock = false;
+
+    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
+    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
+    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
+    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
+    window_flags |= ImGuiWindowFlags_NoBackground;
+
+    char title[256];
+    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, dockspace_id);
+
+    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
+    Begin(title, NULL, window_flags);
+    PopStyleVar();
+
+    ImGuiWindow* host_window = g.CurrentWindow;
+    DockNodeSetupHostWindow(node, host_window);
+    host_window->ChildId = window->GetID(title);
+    node->OnlyNodeWithWindows = NULL;
+
+    IM_ASSERT(node->IsRootNode());
+
+    // We need to handle the rare case were a central node is missing.
+    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
+    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
+    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
+    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
+    // as it doesn't make sense for an empty dockspace to not have this property.
+    if (node->IsLeafNode() && !node->IsCentralNode())
+        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
+
+    // Update the node
+    DockNodeUpdate(node);
+
+    End();
+
+    ImRect bb(node->Pos, node->Pos + size);
+    ItemSize(size);
+    ItemAdd(bb, dockspace_id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
+    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
+
+    return dockspace_id;
+}
+
+// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
+// The limitation with this call is that your window won't have a local menu bar, but you can also use BeginMainMenuBar().
+// 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.
+// 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(ImGuiID dockspace_id, const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
+{
+    if (viewport == NULL)
+        viewport = GetMainViewport();
+
+    // Submit a window filling the entire viewport
+    SetNextWindowPos(viewport->WorkPos);
+    SetNextWindowSize(viewport->WorkSize);
+    SetNextWindowViewport(viewport->ID);
+
+    ImGuiWindowFlags host_window_flags = 0;
+    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
+    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
+    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
+        host_window_flags |= ImGuiWindowFlags_NoBackground;
+
+    // FIXME-OPT: When using ImGuiDockNodeFlags_KeepAliveOnly with DockSpaceOverViewport() we might be able to spare submitting the window,
+    // since DockSpace() with that flag doesn't need a window. We'd only need to compute the default ID accordingly.
+    if (dockspace_flags & ImGuiDockNodeFlags_KeepAliveOnly)
+        host_window_flags |= ImGuiWindowFlags_NoMouseInputs;
+
+    char label[32];
+    ImFormatString(label, IM_ARRAYSIZE(label), "WindowOverViewport_%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);
+
+    // Submit the dockspace
+    if (dockspace_id == 0)
+        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)
+    ImGuiContext& g = *GImGui; IM_UNUSED(g);
+    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
+    ImGuiID window_id = ImHashStr(window_name);
+    if (ImGuiWindow* window = FindWindowByID(window_id))
+    {
+        // Apply to created window
+        ImGuiID prev_node_id = window->DockId;
+        SetWindowDock(window, node_id, ImGuiCond_Always);
+        if (window->DockId != prev_node_id)
+            window->DockOrder = -1;
+    }
+    else
+    {
+        // Apply to settings
+        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
+        if (settings == NULL)
+            settings = CreateNewWindowSettings(window_name);
+        if (settings->DockId != node_id)
+            settings->DockOrder = -1;
+        settings->DockId = node_id;
+    }
+}
+
+ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
+{
+    ImGuiContext& g = *GImGui;
+    return DockContextFindNodeByID(&g, node_id);
+}
+
+void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
+    if (node == NULL)
+        return;
+    node->Pos = pos;
+    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
+}
+
+void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
+    if (node == NULL)
+        return;
+    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
+    node->Size = node->SizeRef = size;
+    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
+}
+
+// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
+// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
+// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
+// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
+//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
+// - Use (id == 0) to let the system allocate a node identifier.
+// - Existing node with a same id will be removed.
+ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
+{
+    ImGuiContext& g = *GImGui; IM_UNUSED(g);
+    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
+
+    if (node_id != 0)
+        DockBuilderRemoveNode(node_id);
+
+    ImGuiDockNode* node = NULL;
+    if (flags & ImGuiDockNodeFlags_DockSpace)
+    {
+        DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
+        node = DockContextFindNodeByID(&g, node_id);
+    }
+    else
+    {
+        node = DockContextAddNode(&g, node_id);
+        node->SetLocalFlags(flags);
+    }
+    node->LastFrameAlive = g.FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
+    return node->ID;
+}
+
+void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
+{
+    ImGuiContext& g = *GImGui; IM_UNUSED(g);
+    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
+
+    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
+    if (node == NULL)
+        return;
+    DockBuilderRemoveNodeDockedWindows(node_id, true);
+    DockBuilderRemoveNodeChildNodes(node_id);
+    // Node may have moved or deleted if e.g. any merge happened
+    node = DockContextFindNodeByID(&g, node_id);
+    if (node == NULL)
+        return;
+    if (node->IsCentralNode() && node->ParentNode)
+        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
+    DockContextRemoveNode(&g, node, true);
+}
+
+// root_id = 0 to remove all, root_id != 0 to remove child of given node.
+void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
+{
+    ImGuiContext& g = *GImGui;
+    ImGuiDockContext* dc = &g.DockContext;
+
+    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, 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(&g, node);
+                if (root_node)
+                {
+                    DockNodeMoveWindows(root_node, node);
+                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
+                }
+                nodes_to_remove.push_back(node);
+            }
+        }
+
+    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
+    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
+    if (root_node)
+    {
+        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
+        root_node->AuthorityForSize = backup_root_node_authority_for_size;
+    }
+
+    // Apply to settings
+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.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(&g, nodes_to_remove[n], false);
+
+    if (root_id == 0)
+    {
+        dc->Nodes.Clear();
+        dc->Requests.clear();
+    }
+    else if (has_central_node)
+    {
+        root_node->CentralNode = root_node;
+        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
+    }
+}
+
+void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
+{
+    // Clear references in settings
+    ImGuiContext& g = *GImGui;
+    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(&g, 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(&g, 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& g = *GImGui;
+    IM_ASSERT(split_dir != ImGuiDir_None);
+    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
+
+    ImGuiDockNode* node = DockContextFindNodeByID(&g, 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(&g, &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& g = *GImGui;
+    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
+    dst_node->SharedFlags = src_node->SharedFlags;
+    dst_node->LocalFlags = src_node->LocalFlags;
+    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
+    dst_node->Pos = src_node->Pos;
+    dst_node->Size = src_node->Size;
+    dst_node->SizeRef = src_node->SizeRef;
+    dst_node->SplitAxis = src_node->SplitAxis;
+    dst_node->UpdateMergedFlags();
+
+    out_node_remap_pairs->push_back(src_node->ID);
+    out_node_remap_pairs->push_back(dst_node->ID);
+
+    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
+        if (src_node->ChildNodes[child_n])
+        {
+            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
+            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
+        }
+
+    IMGUI_DEBUG_LOG_DOCKING("[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& g = *GImGui;
+    IM_ASSERT(src_node_id != 0);
+    IM_ASSERT(dst_node_id != 0);
+    IM_ASSERT(out_node_remap_pairs != NULL);
+
+    DockBuilderRemoveNode(dst_node_id);
+
+    ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id);
+    IM_ASSERT(src_node != NULL);
+
+    out_node_remap_pairs->clear();
+    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
+
+    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
+}
+
+void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
+{
+    ImGuiWindow* src_window = FindWindowByName(src_name);
+    if (src_window == NULL)
+        return;
+    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
+    {
+        dst_window->Pos = src_window->Pos;
+        dst_window->Size = src_window->Size;
+        dst_window->SizeFull = src_window->SizeFull;
+        dst_window->Collapsed = src_window->Collapsed;
+    }
+    else
+    {
+        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
+        if (!dst_settings)
+            dst_settings = CreateNewWindowSettings(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)
+{
+    ImGuiContext& g = *GImGui;
+    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 = FindWindowSettingsByID(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("[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("[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 are not included in the remapping list.
+    // Find those windows and move to them to the cloned dock node. This may be optional?
+    // Dock those are a second step as undocking would invalidate source dock nodes.
+    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
+    ImVector<DockRemainingWindowTask> dock_remaining_windows;
+    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("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
+                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
+            }
+        }
+    for (const DockRemainingWindowTask& task : dock_remaining_windows)
+        DockBuilderDockWindow(task.Window->Name, task.DockId);
+}
+
+// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
+void ImGui::DockBuilderFinish(ImGuiID root_id)
+{
+    ImGuiContext& g = *GImGui;
+    //DockContextRebuild(&g);
+    DockContextBuildAddWindowsToNodes(&g, root_id);
+}
 
-    // Update main viewport with current platform position.
-    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
-    ImGuiViewportP* main_viewport = g.Viewports[0];
-    main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;
-    main_viewport->Pos = ImVec2(0.0f, 0.0f);
-    main_viewport->Size = g.IO.DisplaySize;
+//-----------------------------------------------------------------------------
+// Docking: Begin/End Support Functions (called from Begin/End)
+//-----------------------------------------------------------------------------
+// - GetWindowAlwaysWantOwnTabBar()
+// - DockContextBindNodeToWindow()
+// - BeginDocked()
+// - BeginDockableDragDropSource()
+// - BeginDockableDragDropTarget()
+//-----------------------------------------------------------------------------
 
-    for (ImGuiViewportP* viewport : g.Viewports)
+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())
     {
-        // Lock down space taken by menu bars and status bars
-        // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc.
-        viewport->WorkInsetMin = viewport->BuildWorkInsetMin;
-        viewport->WorkInsetMax = viewport->BuildWorkInsetMax;
-        viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f);
-        viewport->UpdateWorkRect();
+        DockContextProcessUndockWindow(ctx, window);
+        return NULL;
+    }
+
+    // Create node
+    if (node == NULL)
+    {
+        node = DockContextAddNode(ctx, window->DockId);
+        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
+        node->LastFrameAlive = g.FrameCount;
+    }
+
+    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
+    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
+    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
+    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
+    if (!node->IsVisible)
+    {
+        ImGuiDockNode* ancestor_node = node;
+        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
+            ancestor_node = ancestor_node->ParentNode;
+        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
+        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
+        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
+    }
+
+    // Add window to node
+    bool node_was_visible = node->IsVisible;
+    DockNodeAddWindow(node, window, true);
+    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
+    IM_ASSERT(node == window->DockNode);
+    return node;
+}
+
+static void StoreDockStyleForWindow(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
+        window->DockStyle.Colors[color_n] = ImGui::ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
+}
+
+void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
+{
+    ImGuiContext& g = *GImGui;
+
+    // Clear fields ahead so most early-out paths don't have to do it
+    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
+
+    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
+    if (auto_dock_node)
+    {
+        if (window->DockId == 0)
+        {
+            IM_ASSERT(window->DockNode == NULL);
+            window->DockId = DockContextGenNodeID(&g);
+        }
+    }
+    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(&g, 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(&g, window);
+        if (node == NULL)
+            return;
+    }
+
+#if 0
+    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
+    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
+    {
+        DockContextProcessUndockWindow(ctx, window);
+        return;
+    }
+#endif
+
+    // Undock if our dockspace node disappeared
+    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
+    if (node->LastFrameAlive < g.FrameCount)
+    {
+        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
+        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
+        if (root_node->LastFrameAlive < g.FrameCount)
+            DockContextProcessUndockWindow(&g, window);
+        else
+            window->DockIsActive = true;
+        return;
+    }
+
+    // Store style overrides
+    StoreDockStyleForWindow(window);
+
+    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
+    // and never create neither a host window neither a tab bar.
+    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
+    if (node->HostWindow == NULL)
+    {
+        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
+            window->DockIsActive = true;
+        if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
+            DockNodeHideWindowDuringHostWindowCreation(window);
+        return;
+    }
+
+    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
+    IM_ASSERT(node->HostWindow);
+    IM_ASSERT(node->IsLeafNode());
+    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
+    node->State = ImGuiDockNodeState_HostWindowVisible;
+
+    // Undock if we are submitted earlier than the host window
+    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
+    {
+        DockContextProcessUndockWindow(&g, window);
+        return;
+    }
+
+    // Position/Size window
+    SetNextWindowPos(node->Pos);
+    SetNextWindowSize(node->Size);
+    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
+    window->DockIsActive = true;
+    window->DockNodeIsVisible = true;
+    window->DockTabIsVisible = false;
+    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
+        return;
+
+    // When the window is selected we mark it as visible.
+    if (node->VisibleWindow == window)
+        window->DockTabIsVisible = true;
+
+    // Update window flag
+    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
+    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize;
+    window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding;
+    if (node->IsHiddenTabBar() || node->IsNoTabBar())
+        window->Flags |= ImGuiWindowFlags_NoTitleBar;
+    else
+        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
+
+    // Save new dock order only if the window has been visible once already
+    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
+    if (node->TabBar && window->WasActive)
+        window->DockOrder = (short)DockNodeGetTabOrder(window);
+
+    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
+        *p_open = false;
+
+    // Update ChildId to allow returning from Child to Parent with Escape
+    ImGuiWindow* parent_window = window->DockNode->HostWindow;
+    window->ChildId = parent_window->GetID(window->Name);
+}
+
+void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+    IM_ASSERT(g.ActiveId == window->MoveId);
+    IM_ASSERT(g.MovingWindow == window);
+    IM_ASSERT(g.CurrentWindow == window);
+
+    // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking.
+    if (g.IO.ConfigDockingWithShift != g.IO.KeyShift)
+    {
+        // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance.
+        // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active
+        // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function)
+        IM_ASSERT(g.NextWindowData.Flags == 0);
+        if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f)
+            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock));
+        return;
+    }
+
+    g.LastItemData.ID = window->MoveId;
+    window = window->RootWindowDockTree;
+    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
+    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
+    ImGuiDragDropFlags drag_drop_flags = ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_PayloadAutoExpire | ImGuiDragDropFlags_PayloadNoCrossContext | ImGuiDragDropFlags_PayloadNoCrossProcess;
+    if (is_drag_docking && BeginDragDropSource(drag_drop_flags))
+    {
+        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
+        EndDragDropSource();
+        StoreDockStyleForWindow(window); // Store style overrides while dragging (even when not docked) because docking preview may need it.
+    }
+}
+
+void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
+{
+    ImGuiContext& g = *GImGui;
+
+    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
+    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
+    if (!g.DragDropActive)
+        return;
+    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
+        return;
+
+    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
+    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
+    const ImGuiPayload* payload = &g.DragDropPayload;
+    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
+    {
+        EndDragDropTarget();
+        return;
+    }
+
+    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
+    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
+    {
+        // Select target node
+        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
+        bool dock_into_floating_window = false;
+        ImGuiDockNode* node = NULL;
+        if (window->DockNodeAsHost)
+        {
+            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
+            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
+
+            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
+            // In this case we need to fallback into any leaf mode, possibly the central node.
+            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
+            if (node && node->IsDockSpace() && node->IsRootNode())
+                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
+        }
+        else
+        {
+            if (window->DockNode)
+                node = window->DockNode;
+            else
+                dock_into_floating_window = true; // Dock into a regular window
+        }
+
+        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
+        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
+
+        // Preview docking request and find out split direction/ratio
+        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
+        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
+        if (do_preview && (node != NULL || dock_into_floating_window))
+        {
+            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
+            ImGuiDockPreviewData split_inner;
+            ImGuiDockPreviewData split_outer;
+            ImGuiDockPreviewData* split_data = &split_inner;
+            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
+                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
+                {
+                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
+                    if (split_outer.IsSplitDirExplicit)
+                        split_data = &split_outer;
+                }
+            if (!node || node->IsLeafNode())
+                DockNodePreviewDockSetup(window, node, payload_window, NULL, &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(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
+        }
     }
+    EndDragDropTarget();
 }
 
 //-----------------------------------------------------------------------------
-// [SECTION] DOCKING
+// Docking: Settings
+//-----------------------------------------------------------------------------
+// - DockSettingsRenameNodeReferences()
+// - DockSettingsRemoveNodeReferences()
+// - DockSettingsFindNodeSettings()
+// - DockSettingsHandler_ApplyAll()
+// - DockSettingsHandler_ReadOpen()
+// - DockSettingsHandler_ReadLine()
+// - DockSettingsHandler_DockNodeToSettings()
+// - DockSettingsHandler_WriteAll()
 //-----------------------------------------------------------------------------
 
-// (this section is filled in the 'docking' branch)
+static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
+{
+    ImGuiContext& g = *GImGui;
+    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
+    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
+    {
+        ImGuiWindow* window = g.Windows[window_n];
+        if (window->DockId == old_node_id && window->DockNode == NULL)
+            window->DockId = new_node_id;
+    }
+    //// FIXME-OPT: We could remove this loop by storing the index in the map
+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+        if (settings->DockId == old_node_id)
+            settings->DockId = new_node_id;
+}
+
+// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
+static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
+{
+    ImGuiContext& g = *GImGui;
+    int found = 0;
+    //// FIXME-OPT: We could remove this loop by storing the index in the map
+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+        for (int node_n = 0; node_n < node_ids_count; node_n++)
+            if (settings->DockId == node_ids[node_n])
+            {
+                settings->DockId = 0;
+                settings->DockOrder = -1;
+                if (++found < node_ids_count)
+                    break;
+                return;
+            }
+}
+
+static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
+{
+    // FIXME-OPT
+    ImGuiDockContext* dc = &ctx->DockContext;
+    for (int n = 0; n < dc->NodesSettings.Size; n++)
+        if (dc->NodesSettings[n].ID == id)
+            return &dc->NodesSettings[n];
+    return NULL;
+}
+
+// Clear settings data
+static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+    ImGuiDockContext* dc = &ctx->DockContext;
+    dc->NodesSettings.clear();
+    DockContextClearNodes(ctx, 0, true);
+}
+
+// Recreate nodes based on settings data
+static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+    // Prune settings at boot time only
+    ImGuiDockContext* dc = &ctx->DockContext;
+    if (ctx->Windows.Size == 0)
+        DockContextPruneUnusedSettingsNodes(ctx);
+    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
+    DockContextBuildAddWindowsToNodes(ctx, 0);
+}
+
+static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
+{
+    if (strcmp(name, "Data") != 0)
+        return NULL;
+    return (void*)1;
+}
+
+static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
+{
+    char c = 0;
+    int x = 0, y = 0;
+    int r = 0;
+
+    // Parsing, e.g.
+    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
+    // "   DockNode ID=0x00000002 Parent=0x00000001 "
+    // Important: this code expect currently fields in a fixed order.
+    ImGuiDockNodeSettings node;
+    line = ImStrSkipBlank(line);
+    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
+    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
+    else return;
+    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
+    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
+    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
+    if (node.ParentNodeId == 0)
+    {
+        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
+        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
+    }
+    else
+    {
+        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
+    }
+    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
+    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
+    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
+    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
+    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
+    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
+    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
+    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
+    if (node.ParentNodeId != 0)
+        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
+            node.Depth = parent_settings->Depth + 1;
+    ctx->DockContext.NodesSettings.push_back(node);
+}
+
+static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
+{
+    ImGuiDockNodeSettings node_settings;
+    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
+    node_settings.ID = node->ID;
+    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
+    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
+    node_settings.SelectedTabId = node->SelectedTabId;
+    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
+    node_settings.Depth = (char)depth;
+    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
+    node_settings.Pos = ImVec2ih(node->Pos);
+    node_settings.Size = ImVec2ih(node->Size);
+    node_settings.SizeRef = ImVec2ih(node->SizeRef);
+    dc->NodesSettings.push_back(node_settings);
+    if (node->ChildNodes[0])
+        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
+    if (node->ChildNodes[1])
+        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
+}
+
+static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
+{
+    ImGuiContext& g = *ctx;
+    ImGuiDockContext* dc = &ctx->DockContext;
+    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
+        return;
+
+    // Gather settings data
+    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
+    dc->NodesSettings.resize(0);
+    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
+    for (int n = 0; n < dc->Nodes.Data.Size; n++)
+        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+            if (node->IsRootNode())
+                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
+
+    int max_depth = 0;
+    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
+        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
+
+    // Write to text buffer
+    buf->appendf("[%s][Data]\n", handler->TypeName);
+    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
+    {
+        const int line_start_pos = buf->size(); (void)line_start_pos;
+        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
+        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
+        buf->appendf(" ID=0x%08X", node_settings->ID);
+        if (node_settings->ParentNodeId)
+        {
+            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
+        }
+        else
+        {
+            if (node_settings->ParentWindowId)
+                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
+            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
+        }
+        if (node_settings->SplitAxis != ImGuiAxis_None)
+            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
+        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
+            buf->appendf(" NoResize=1");
+        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
+            buf->appendf(" CentralNode=1");
+        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
+            buf->appendf(" NoTabBar=1");
+        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
+            buf->appendf(" HiddenTabBar=1");
+        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
+            buf->appendf(" NoWindowMenuButton=1");
+        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
+            buf->appendf(" NoCloseButton=1");
+        if (node_settings->SelectedTabId)
+            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
+
+        // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
+        if (g.IO.ConfigDebugIniSettings)
+            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());
+                    }
+            }
+
+        buf->appendf("\n");
+    }
+    buf->appendf("\n");
+}
 
 
 //-----------------------------------------------------------------------------
@@ -14997,14 +20656,14 @@ static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* view
     if (HIMC himc = ::ImmGetContext(hwnd))
     {
         COMPOSITIONFORM composition_form = {};
-        composition_form.ptCurrentPos.x = (LONG)data->InputPos.x;
-        composition_form.ptCurrentPos.y = (LONG)data->InputPos.y;
+        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
+        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
         composition_form.dwStyle = CFS_FORCE_POSITION;
         ::ImmSetCompositionWindow(himc, &composition_form);
         CANDIDATEFORM candidate_form = {};
         candidate_form.dwStyle = CFS_CANDIDATEPOS;
-        candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x;
-        candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y;
+        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
+        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
         ::ImmSetCandidateWindow(himc, &candidate_form);
         ::ImmReleaseContext(hwnd, himc);
     }
@@ -15026,6 +20685,7 @@ static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImG
 // - ShowFontAtlas() [Internal]
 // - ShowMetricsWindow()
 // - DebugNodeColumns() [Internal]
+// - DebugNodeDockNode() [Internal]
 // - DebugNodeDrawList() [Internal]
 // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
 // - DebugNodeFont() [Internal]
@@ -15048,12 +20708,14 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP*
 
     ImVec2 scale = bb.GetSize() / viewport->Size;
     ImVec2 off = bb.Min - viewport->Pos * scale;
-    float alpha_mul = 1.0f;
+    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
     window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
     for (ImGuiWindow* thumb_window : g.Windows)
     {
         if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
             continue;
+        if (thumb_window->Viewport != viewport)
+            continue;
 
         ImRect thumb_r = thumb_window->Rect();
         ImRect title_r = thumb_window->TitleBarRect();
@@ -15077,10 +20739,19 @@ static void RenderViewportsThumbnails()
     ImGuiContext& g = *GImGui;
     ImGuiWindow* window = g.CurrentWindow;
 
+    // Draw monitor and calculate their boundaries
     float SCALE = 1.0f / 8.0f;
-    ImRect bb_full(g.Viewports[0]->Pos, g.Viewports[0]->Pos + g.Viewports[0]->Size);
+    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
+    for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
+        bb_full.Add(ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize));
     ImVec2 p = window->DC.CursorPos;
     ImVec2 off = p - bb_full.Min * SCALE;
+    for (ImGuiPlatformMonitor& monitor : g.PlatformIO.Monitors)
+    {
+        ImRect monitor_draw_bb(off + (monitor.MainPos) * SCALE, off + (monitor.MainPos + monitor.MainSize) * SCALE);
+        window->DrawList->AddRect(monitor_draw_bb.Min, monitor_draw_bb.Max, (g.DebugMetricsConfig.HighlightMonitorIdx == g.PlatformIO.Monitors.index_from_ptr(&monitor)) ? IM_COL32(255, 255, 0, 255) : ImGui::GetColorU32(ImGuiCol_Border), 4.0f);
+        window->DrawList->AddRectFilled(monitor_draw_bb.Min, monitor_draw_bb.Max, ImGui::GetColorU32(ImGuiCol_Border, 0.10f), 4.0f);
+    }
 
     // Draw viewports
     for (ImGuiViewportP* viewport : g.Viewports)
@@ -15091,6 +20762,13 @@ static void RenderViewportsThumbnails()
     ImGui::Dummy(bb_full.GetSize() * SCALE);
 }
 
+static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
+{
+    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
+    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
+    return b->LastFocusedStampCount - a->LastFocusedStampCount;
+}
+
 // Draw an arbitrary US keyboard layout to visualize translated keys
 void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
 {
@@ -15469,14 +21147,38 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
         Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
         for (ImGuiViewportP* viewport : g.Viewports)
+        {
+            bool viewport_has_drawlist = false;
             for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
+            {
+                if (!viewport_has_drawlist)
+                    Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
+                viewport_has_drawlist = true;
                 DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
+            }
+        }
         TreePop();
     }
 
     // Viewports
     if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
     {
+        cfg->HighlightMonitorIdx = -1;
+        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
+        SameLine();
+        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
+        if (open)
+        {
+            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
+            {
+                DebugNodePlatformMonitor(&g.PlatformIO.Monitors[i], "Monitor", i);
+                if (IsItemHovered())
+                    cfg->HighlightMonitorIdx = i;
+            }
+            DebugNodePlatformMonitor(&g.FallbackMonitor, "Fallback", 0);
+            TreePop();
+        }
+
         SetNextItemOpen(true, ImGuiCond_Once);
         if (TreeNode("Windows Minimap"))
         {
@@ -15485,6 +21187,26 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         }
         cfg->HighlightViewportID = 0;
 
+        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
+        if (TreeNode("Inferred Z order (front-to-back)"))
+        {
+            static ImVector<ImGuiViewportP*> viewports;
+            viewports.resize(g.Viewports.Size);
+            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
+            if (viewports.Size > 1)
+                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
+            for (ImGuiViewportP* viewport : viewports)
+            {
+                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
+                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
+                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
+                    viewport->Window ? viewport->Window->Name : "N/A");
+                if (IsItemHovered())
+                    cfg->HighlightViewportID = viewport->ID;
+            }
+            TreePop();
+        }
+
         for (ImGuiViewportP* viewport : g.Viewports)
             DebugNodeViewport(viewport);
         TreePop();
@@ -15563,6 +21285,17 @@ void ImGui::ShowMetricsWindow(bool* p_open)
 #ifdef IMGUI_HAS_DOCK
     if (TreeNode("Docking"))
     {
+        static bool root_nodes_only = true;
+        ImGuiDockContext* dc = &g.DockContext;
+        Checkbox("List root nodes", &root_nodes_only);
+        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
+        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
+        SameLine();
+        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
+        for (int n = 0; n < dc->Nodes.Data.Size; n++)
+            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
+                if (!root_nodes_only || node->IsRootNode())
+                    DebugNodeDockNode(node, "Node");
         TreePop();
     }
 #endif // #ifdef IMGUI_HAS_DOCK
@@ -15606,6 +21339,29 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         }
 
 #ifdef IMGUI_HAS_DOCK
+        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
+        {
+            ImGuiDockContext* dc = &g.DockContext;
+            Text("In SettingsWindows:");
+            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+                if (settings->DockId != 0)
+                    BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
+            Text("In SettingsNodes:");
+            for (int n = 0; n < dc->NodesSettings.Size; n++)
+            {
+                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
+                const char* selected_tab_name = NULL;
+                if (settings->SelectedTabId)
+                {
+                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
+                        selected_tab_name = window->Name;
+                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
+                        selected_tab_name = window_settings->GetName();
+                }
+                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
+            }
+            TreePop();
+        }
 #endif // #ifdef IMGUI_HAS_DOCK
 
         if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
@@ -15732,9 +21488,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
         Text("WINDOWING");
         Indent();
         Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
-        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL");
+        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
         Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
+        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
         Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
+        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
         Unindent();
 
         Text("ITEMS");
@@ -15828,8 +21586,21 @@ void ImGui::ShowMetricsWindow(bool* p_open)
 
 #ifdef IMGUI_HAS_DOCK
     // Overlay: Display Docking info
-    if (show_docking_nodes && g.IO.KeyCtrl)
-    {
+    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
+    {
+        char buf[64] = "";
+        char* p = buf;
+        ImGuiDockNode* node = g.DebugHoveredDockNode;
+        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
+        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
+        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
+        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
+        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
+        int depth = DockNodeGetDepth(node);
+        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
+        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
+        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
+        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
     }
 #endif // #ifdef IMGUI_HAS_DOCK
 
@@ -15905,11 +21676,98 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
     TreePop();
 }
 
+static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
+{
+    using namespace ImGui;
+    PushID(label);
+    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
+    Text("%s:", label);
+    if (!enabled)
+        BeginDisabled();
+    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
+    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
+    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
+    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
+    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
+    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
+    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
+    CheckboxFlags("DockedWindowsInFocusRoute", p_flags, ImGuiDockNodeFlags_DockedWindowsInFocusRoute);
+    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags
+    CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit);
+    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
+    CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
+    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
+    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
+    CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking);
+    if (!enabled)
+        EndDisabled();
+    PopStyleVar();
+    PopID();
+}
+
+// [DEBUG] Display contents of ImDockNode
+void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
+{
+    ImGuiContext& g = *GImGui;
+    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
+    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
+    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+    bool open;
+    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
+    if (node->Windows.Size > 0)
+        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%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 = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
+    if (!is_alive) { PopStyleColor(); }
+    if (is_active && IsItemHovered())
+        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
+            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
+    if (open)
+    {
+        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
+        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
+        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
+            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
+        DebugNodeWindow(node->HostWindow, "HostWindow");
+        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
+        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
+        BulletText("Misc:%s%s%s%s%s%s%s",
+            node->IsDockSpace() ? " IsDockSpace" : "",
+            node->IsCentralNode() ? " IsCentralNode" : "",
+            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
+            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
+            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
+        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
+        {
+            if (BeginTable("flags", 4))
+            {
+                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
+                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
+                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
+                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
+                EndTable();
+            }
+            TreePop();
+        }
+        if (node->ParentNode)
+            DebugNodeDockNode(node->ParentNode, "ParentNode");
+        if (node->ChildNodes[0])
+            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
+        if (node->ChildNodes[1])
+            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
+        if (node->TabBar)
+            DebugNodeTabBar(node->TabBar, "TabBar");
+        DebugNodeWindowsList(&node->Windows, "Windows");
+
+        TreePop();
+    }
+}
+
 // [DEBUG] Display contents of ImDrawList
+// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
 void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
 {
     ImGuiContext& g = *GImGui;
-    IM_UNUSED(viewport); // Used in docking branch
     ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
     int cmd_count = draw_list->CmdBuffer.Size;
     if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
@@ -15924,7 +21782,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con
         return;
     }
 
-    ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
+    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
     if (window && IsItemHovered() && fg_draw_list)
         fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
     if (!node_open)
@@ -16190,25 +22048,46 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
 {
     ImGuiContext& g = *GImGui;
     SetNextItemOpen(true, ImGuiCond_Once);
-    bool open = TreeNode("viewport0", "Viewport #%d", 0);
+    bool open = 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");
     if (IsItemHovered())
         g.DebugMetricsConfig.HighlightViewportID = viewport->ID;
     if (open)
     {
         ImGuiWindowFlags flags = viewport->Flags;
-        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f",
+        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset 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->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y);
-        BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags,
-            (flags & ImGuiViewportFlags_IsPlatformWindow)  ? " IsPlatformWindow"  : "",
+            viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y,
+            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
+        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
+        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
+            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
             (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
-            (flags & ImGuiViewportFlags_OwnedByApp)        ? " OwnedByApp"        : "");
+            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
+            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
+            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
+            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
+            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
+            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
+            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
+            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
+            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
+            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
+            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
+            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
         for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
             DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
         TreePop();
     }
 }
 
+void ImGui::DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx)
+{
+    BulletText("%s %d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
+        label, idx, monitor->DpiScale * 100.0f,
+        monitor->MainPos.x, monitor->MainPos.y, monitor->MainPos.x + monitor->MainSize.x, monitor->MainPos.y + monitor->MainSize.y, monitor->MainSize.x, monitor->MainSize.y,
+        monitor->WorkPos.x, monitor->WorkPos.y, monitor->WorkPos.x + monitor->WorkSize.x, monitor->WorkPos.y + monitor->WorkSize.y, monitor->WorkSize.x, monitor->WorkSize.y);
+}
+
 void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
 {
     if (window == NULL)
@@ -16247,6 +22126,7 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
             (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "",
             (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "",
             (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : "");
+    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
     BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
     BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
     BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
@@ -16263,7 +22143,15 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
     for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
         BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
     BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
+
+    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
+    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
+    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
+    if (window->DockNode || window->DockNodeAsHost)
+        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
+
     if (window->RootWindow != window)               { DebugNodeWindow(window->RootWindow, "RootWindow"); }
+    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
     if (window->ParentWindow != NULL)               { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
     if (window->ParentWindowForFocusRoute != NULL)  { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); }
     if (window->DC.ChildWindows.Size > 0)           { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
@@ -16404,12 +22292,14 @@ void ImGui::ShowDebugLogWindow(bool* p_open)
     ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError);
     ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId);
     ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper);
+    ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking);
     ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus);
     ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO);
     //ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont);
     ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav);
     ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup);
     ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection);
+    ShowDebugLogFlag("Viewport", ImGuiDebugLogFlags_EventViewport);
     ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting);
 
     if (SmallButton("Clear"))
diff --git a/external/imgui/imgui.h b/external/imgui/imgui.h
index b86c7d4e5d8988fcdc099c6abce484ed74d6267c..0aef7920ed735c6741348f039e19864033145d80 100644
--- a/external/imgui/imgui.h
+++ b/external/imgui/imgui.h
@@ -31,6 +31,8 @@
 #define IMGUI_VERSION       "1.91.6 WIP"
 #define IMGUI_VERSION_NUM   19152
 #define IMGUI_HAS_TABLE
+#define IMGUI_HAS_VIEWPORT          // Viewport WIP branch
+#define IMGUI_HAS_DOCK              // Docking WIP branch
 
 /*
 
@@ -43,13 +45,13 @@ Index of this file:
 // [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
 // [SECTION] ImGuiStyle
 // [SECTION] ImGuiIO
-// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
+// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
 // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
 // [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
 // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
 // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
 // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
-// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData)
+// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
 // [SECTION] Obsolete functions and types
 
 */
@@ -180,8 +182,9 @@ struct ImGuiListClipper;            // Helper to manually clip large list of ite
 struct ImGuiMultiSelectIO;          // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
 struct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame
 struct ImGuiPayload;                // User data payload for drag and drop operations
-struct ImGuiPlatformIO;             // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports.
+struct ImGuiPlatformIO;             // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO.
 struct ImGuiPlatformImeData;        // Platform IME data for io.PlatformSetImeDataFn() function.
+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 ImGuiSelectionBasicStorage;  // Optional helper to store multi-selection state + apply multi-selection requests.
 struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
 struct ImGuiSelectionRequest;       // A selection request (stored in ImGuiMultiSelectIO)
@@ -193,7 +196,8 @@ struct ImGuiTableSortSpecs;         // Sorting specifications for a table (often
 struct ImGuiTableColumnSortSpecs;   // Sorting specification for one column of a table
 struct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)
 struct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
-struct ImGuiViewport;               // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
+struct ImGuiViewport;               // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
+struct ImGuiWindowClass;            // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
 
 // Enumerations
 // - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
@@ -227,6 +231,7 @@ typedef int ImGuiChildFlags;        // -> enum ImGuiChildFlags_      // Flags: f
 typedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.
 typedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
 typedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
+typedef int ImGuiDockNodeFlags;     // -> enum ImGuiDockNodeFlags_   // Flags: for DockSpace()
 typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
 typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
 typedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
@@ -398,10 +403,12 @@ namespace ImGui
     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 hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
     IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the current window, to append your own drawing primitives
+    IMGUI_API float         GetWindowDpiScale();                        // get DPI scale currently associated to the current window's viewport.
     IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
     IMGUI_API ImVec2        GetWindowSize();                            // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
     IMGUI_API float         GetWindowWidth();                           // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
     IMGUI_API float         GetWindowHeight();                          // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
+    IMGUI_API ImGuiViewport*GetWindowViewport();                        // get viewport currently associated to the current window.
 
     // Window manipulation
     // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
@@ -413,6 +420,7 @@ namespace ImGui
     IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / top-most. call before Begin()
     IMGUI_API void          SetNextWindowScroll(const ImVec2& scroll);                                  // set next window scrolling value (use < 0.0f to not affect a given axis).
     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().
@@ -865,6 +873,26 @@ namespace ImGui
     IMGUI_API bool          TabItemButton(const char* label, ImGuiTabItemFlags flags = 0);      // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
     IMGUI_API void          SetTabItemClosed(const char* tab_or_docked_window_label);           // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
 
+    // Docking
+    // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
+    // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
+    // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
+    // - Drag from window menu button (upper-left button) to undock an entire node (all windows).
+    // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
+    // About dockspaces:
+    // - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it.
+    //   This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
+    // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
+    // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
+    // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
+    //   e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
+    IMGUI_API ImGuiID       DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
+    IMGUI_API ImGuiID       DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
+    IMGUI_API void          SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0);           // set next window dock id
+    IMGUI_API void          SetNextWindowClass(const ImGuiWindowClass* window_class);           // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
+    IMGUI_API ImGuiID       GetWindowDockID();
+    IMGUI_API bool          IsWindowDocked();                                                   // is current window docked into another window?
+
     // Logging/Capture
     // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
     IMGUI_API void          LogToTTY(int auto_open_depth = -1);                                 // start logging to tty (stdout)
@@ -939,8 +967,8 @@ namespace ImGui
     IMGUI_API ImGuiViewport* GetMainViewport();                                                 // return primary/default viewport. This can never be NULL.
 
     // Background/Foreground Draw Lists
-    IMGUI_API ImDrawList*   GetBackgroundDrawList();                                            // this draw list will be the first rendered 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(ImGuiViewport* viewport = NULL);              // get background draw list for the given viewport or 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(ImGuiViewport* viewport = NULL);              // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents.
 
     // Miscellaneous Utilities
     IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
@@ -1054,6 +1082,15 @@ namespace ImGui
     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 void              UpdatePlatformWindows();                                        // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
+    IMGUI_API void              RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
+    IMGUI_API void              DestroyPlatformWindows();                                       // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
+    IMGUI_API ImGuiViewport*    FindViewportByID(ImGuiID id);                                   // this is a helper for backends.
+    IMGUI_API ImGuiViewport*    FindViewportByPlatformHandle(void* platform_handle);            // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
+
 } // namespace ImGui
 
 //-----------------------------------------------------------------------------
@@ -1084,6 +1121,7 @@ enum ImGuiWindowFlags_
     ImGuiWindowFlags_NoNavInputs            = 1 << 16,  // No keyboard/gamepad navigation within the window
     ImGuiWindowFlags_NoNavFocus             = 1 << 17,  // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
     ImGuiWindowFlags_UnsavedDocument        = 1 << 18,  // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
+    ImGuiWindowFlags_NoDocking              = 1 << 19,  // 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,
@@ -1094,6 +1132,7 @@ enum ImGuiWindowFlags_
     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_DockNodeHost           = 1 << 29,  // Don't use! For internal use by Begin()/NewFrame()
 
     // Obsolete names
 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@@ -1308,7 +1347,7 @@ enum ImGuiFocusedFlags_
     ImGuiFocusedFlags_RootWindow                    = 1 << 1,   // Test from root window (top most parent of the current hierarchy)
     ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
     ImGuiFocusedFlags_NoPopupHierarchy              = 1 << 3,   // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
-    //ImGuiFocusedFlags_DockHierarchy               = 1 << 4,   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
+    ImGuiFocusedFlags_DockHierarchy                 = 1 << 4,   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
     ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
 };
 
@@ -1322,7 +1361,7 @@ enum ImGuiHoveredFlags_
     ImGuiHoveredFlags_RootWindow                    = 1 << 1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
     ImGuiHoveredFlags_AnyWindow                     = 1 << 2,   // IsWindowHovered() only: Return true if any window is hovered
     ImGuiHoveredFlags_NoPopupHierarchy              = 1 << 3,   // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
-    //ImGuiHoveredFlags_DockHierarchy               = 1 << 4,   // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
+    ImGuiHoveredFlags_DockHierarchy                 = 1 << 4,   // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
     ImGuiHoveredFlags_AllowWhenBlockedByPopup       = 1 << 5,   // Return true even if a popup window is normally blocking access to this item/window
     //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 6,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
     ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  = 1 << 7,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
@@ -1352,6 +1391,27 @@ enum ImGuiHoveredFlags_
     ImGuiHoveredFlags_NoSharedDelay                 = 1 << 17,  // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
 };
 
+// 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,   //       // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
+    //ImGuiDockNodeFlags_NoCentralNode              = 1 << 1,   //       // Disable Central Node (the node which can stay empty)
+    ImGuiDockNodeFlags_NoDockingOverCentralNode     = 1 << 2,   //       // Disable docking over the Central Node, which will be always kept empty.
+    ImGuiDockNodeFlags_PassthruCentralNode          = 1 << 3,   //       // 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_NoDockingSplit               = 1 << 4,   //       // Disable other windows/nodes from splitting this node.
+    ImGuiDockNodeFlags_NoResize                     = 1 << 5,   // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
+    ImGuiDockNodeFlags_AutoHideTabBar               = 1 << 6,   //       // Tab bar will automatically hide when there is a single window in the dock node.
+    ImGuiDockNodeFlags_NoUndocking                  = 1 << 7,   //       // Disable undocking this node.
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+    ImGuiDockNodeFlags_NoSplit                      = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
+    ImGuiDockNodeFlags_NoDockingInCentralNode       = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
+#endif
+};
+
 // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
 enum ImGuiDragDropFlags_
 {
@@ -1581,6 +1641,15 @@ enum ImGuiConfigFlags_
     ImGuiConfigFlags_NoMouseCursorChange    = 1 << 5,   // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
     ImGuiConfigFlags_NoKeyboard             = 1 << 6,   // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
 
+    // [BETA] Docking
+    ImGuiConfigFlags_DockingEnable          = 1 << 7,   // Docking enable flags.
+
+    // [BETA] Viewports
+    // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
+    ImGuiConfigFlags_ViewportsEnable        = 1 << 10,  // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
+    ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14,  // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
+    ImGuiConfigFlags_DpiEnableScaleFonts    = 1 << 15,  // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
+
     // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
     ImGuiConfigFlags_IsSRGB                 = 1 << 20,  // Application is SRGB-aware.
     ImGuiConfigFlags_IsTouchScreen          = 1 << 21,  // Application is using a touch screen instead of a mouse.
@@ -1599,6 +1668,11 @@ enum ImGuiBackendFlags_
     ImGuiBackendFlags_HasMouseCursors       = 1 << 1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
     ImGuiBackendFlags_HasSetMousePos        = 1 << 2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
     ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3,   // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
+
+    // [BETA] Viewports
+    ImGuiBackendFlags_PlatformHasViewports  = 1 << 10,  // Backend Platform supports multiple viewports.
+    ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11,  // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
+    ImGuiBackendFlags_RendererHasViewports  = 1 << 12,  // Backend Renderer supports multiple viewports.
 };
 
 // Enumeration for PushStyleColor() / PopStyleColor()
@@ -1644,6 +1718,8 @@ enum ImGuiCol_
     ImGuiCol_TabDimmed,             // Tab background, when tab-bar is unfocused & tab is unselected
     ImGuiCol_TabDimmedSelected,     // Tab background, when tab-bar is unfocused & tab is selected
     ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
+    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,
@@ -1714,6 +1790,7 @@ enum ImGuiStyleVar_
     ImGuiStyleVar_SeparatorTextBorderSize,  // float     SeparatorTextBorderSize
     ImGuiStyleVar_SeparatorTextAlign,       // ImVec2    SeparatorTextAlign
     ImGuiStyleVar_SeparatorTextPadding,     // ImVec2    SeparatorTextPadding
+    ImGuiStyleVar_DockingSeparatorSize,     // float     DockingSeparatorSize
     ImGuiStyleVar_COUNT
 };
 
@@ -2160,6 +2237,7 @@ struct ImGuiStyle
     ImVec2      SeparatorTextPadding;       // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
     ImVec2      DisplayWindowPadding;       // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
     ImVec2      DisplaySafeAreaPadding;     // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
+    float       DockingSeparatorSize;       // Thickness of resizing border between docked windows
     float       MouseCursorScale;           // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
     bool        AntiAliasedLines;           // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
     bool        AntiAliasedLinesUseTex;     // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
@@ -2233,6 +2311,18 @@ struct ImGuiIO
     bool        ConfigNavCursorVisibleAuto;     // = true           // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
     bool        ConfigNavCursorVisibleAlways;   // = false          // Navigation cursor is always visible.
 
+    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
+    bool        ConfigDockingNoSplit;           // = false          // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
+    bool        ConfigDockingWithShift;         // = false          // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
+    bool        ConfigDockingAlwaysTabBar;      // = false          // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
+    bool        ConfigDockingTransparentPayload;// = false          // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
+
+    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
+    bool        ConfigViewportsNoAutoMerge;     // = false;         // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
+    bool        ConfigViewportsNoTaskBarIcon;   // = false          // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
+    bool        ConfigViewportsNoDecoration;    // = true           // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
+    bool        ConfigViewportsNoDefaultParent; // = false          // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
+
     // Miscellaneous options
     // (you can visualize and interact with all options in 'Demo->Configuration')
     bool        MouseDrawCursor;                // = false          // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
@@ -2329,6 +2419,7 @@ struct ImGuiIO
     IMGUI_API void  AddMouseButtonEvent(int button, bool down);             // Queue a mouse button change
     IMGUI_API void  AddMouseWheelEvent(float wheel_x, float wheel_y);       // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
     IMGUI_API void  AddMouseSourceEvent(ImGuiMouseSource source);           // Queue a mouse source change (Mouse/TouchScreen/Pen)
+    IMGUI_API void  AddMouseViewportEvent(ImGuiID id);                      // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
     IMGUI_API void  AddFocusEvent(bool focused);                            // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
     IMGUI_API void  AddInputCharacter(unsigned int c);                      // Queue a new character input
     IMGUI_API void  AddInputCharacterUTF16(ImWchar16 c);                    // Queue a new character input from a UTF-16 character, it can be a surrogate
@@ -2377,6 +2468,7 @@ struct ImGuiIO
     float       MouseWheel;                         // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
     float       MouseWheelH;                        // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
     ImGuiMouseSource MouseSource;                   // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
+    ImGuiID     MouseHoveredViewport;               // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). 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 down: Control
     bool        KeyShift;                           // Keyboard modifier down: Shift
     bool        KeyAlt;                             // Keyboard modifier down: Alt
@@ -2400,6 +2492,7 @@ struct ImGuiIO
     bool        MouseCtrlLeftAsRightClick;          // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
     float       MouseDownDuration[5];               // Duration the mouse button has been down (0.0f == just clicked)
     float       MouseDownDurationPrev[5];           // Previous time the mouse button has been down
+    ImVec2      MouseDragMaxDistanceAbs[5];         // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
     float       MouseDragMaxDistanceSqr[5];         // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
     float       PenPressure;                        // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
     bool        AppFocusLost;                       // Only modify via AddFocusEvent()
@@ -2483,6 +2576,28 @@ struct ImGuiSizeCallbackData
     ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
 };
 
+// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
+// Important: the content of this class is still highly WIP and likely to change and be refactored
+// before we stabilize Docking features. Please be mindful if using this.
+// Provide hints:
+// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
+// - To the platform backend for OS level parent/child relationships of viewport.
+// - To the docking system for various options and filtering.
+struct ImGuiWindowClass
+{
+    ImGuiID             ClassId;                    // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
+    ImGuiID             ParentViewportId;           // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
+    ImGuiID             FocusRouteParentWindowId;   // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused.
+    ImGuiViewportFlags  ViewportFlagsOverrideSet;   // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
+    ImGuiViewportFlags  ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
+    ImGuiTabItemFlags   TabItemFlagsOverrideSet;    // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
+    ImGuiDockNodeFlags  DockNodeFlagsOverrideSet;   // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!)
+    bool                DockingAlwaysTabBar;        // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
+    bool                DockingAllowUnclassed;      // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
+
+    ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
+};
+
 // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
 struct ImGuiPayload
 {
@@ -3201,7 +3316,7 @@ struct ImDrawList
 struct ImDrawData
 {
     bool                Valid;              // Only valid after Render() is called and before the next NewFrame() is called.
-    int                 CmdListsCount;      // Number of ImDrawList* to render (should always be == CmdLists.size)
+    int                 CmdListsCount;      // Number of ImDrawList* to render
     int                 TotalIdxCount;      // For convenience, sum of all ImDrawList's IdxBuffer.Size
     int                 TotalVtxCount;      // For convenience, sum of all ImDrawList's VtxBuffer.Size
     ImVector<ImDrawList*> CmdLists;         // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
@@ -3488,11 +3603,24 @@ enum ImGuiViewportFlags_
     ImGuiViewportFlags_None                     = 0,
     ImGuiViewportFlags_IsPlatformWindow         = 1 << 0,   // Represent a Platform Window
     ImGuiViewportFlags_IsPlatformMonitor        = 1 << 1,   // Represent a Platform Monitor (unused yet)
-    ImGuiViewportFlags_OwnedByApp               = 1 << 2,   // Platform Window: Is created/managed by the application (rather than a dear imgui backend)
+    ImGuiViewportFlags_OwnedByApp               = 1 << 2,   // Platform Window: Is created/managed by the user application? (rather than our backend)
+    ImGuiViewportFlags_NoDecoration             = 1 << 3,   // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
+    ImGuiViewportFlags_NoTaskBarIcon            = 1 << 4,   // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
+    ImGuiViewportFlags_NoFocusOnAppearing       = 1 << 5,   // Platform Window: Don't take focus when created.
+    ImGuiViewportFlags_NoFocusOnClick           = 1 << 6,   // Platform Window: Don't take focus when clicked on.
+    ImGuiViewportFlags_NoInputs                 = 1 << 7,   // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
+    ImGuiViewportFlags_NoRendererClear          = 1 << 8,   // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
+    ImGuiViewportFlags_NoAutoMerge              = 1 << 9,   // 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_TopMost                  = 1 << 10,  // Platform Window: Display on top (for tooltips only).
+    ImGuiViewportFlags_CanHostOtherWindows      = 1 << 11,  // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".
+
+    // Output status flags (from Platform)
+    ImGuiViewportFlags_IsMinimized              = 1 << 12,  // 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_IsFocused                = 1 << 13,  // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
 };
 
 // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
-// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
+// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
 // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
 // - About Main Area vs Work Area:
 //   - Main Area = entire viewport.
@@ -3506,12 +3634,26 @@ struct ImGuiViewport
     ImVec2              Size;                   // Main Area: Size of the viewport.
     ImVec2              WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
     ImVec2              WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
+    float               DpiScale;               // 1.0f = 96 DPI = No extra scale.
+    ImGuiID             ParentViewportId;       // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
+    ImDrawData*         DrawData;               // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
 
     // Platform/Backend Dependent Data
-    void*               PlatformHandle;         // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
-    void*               PlatformHandleRaw;      // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
+    // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
+    // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
+    // by the same system and you may not need to use all the UserData/Handle fields.
+    // The library never uses those fields, they are merely storage to facilitate backend implementation.
+    void*               RendererUserData;       // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
+    void*               PlatformUserData;       // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
+    void*               PlatformHandle;         // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*), for FindViewportByPlatformHandle().
+    void*               PlatformHandleRaw;      // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
+    bool                PlatformWindowCreated;  // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
+    bool                PlatformRequestMove;    // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
+    bool                PlatformRequestResize;  // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
+    bool                PlatformRequestClose;   // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
 
     ImGuiViewport()     { memset(this, 0, sizeof(*this)); }
+    ~ImGuiViewport()    { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
 
     // Helpers
     ImVec2              GetCenter() const       { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
@@ -3519,7 +3661,53 @@ struct ImGuiViewport
 };
 
 //-----------------------------------------------------------------------------
-// [SECTION] Platform Dependent Interfaces
+// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
+//-----------------------------------------------------------------------------
+
+// [BETA] (Optional) Multi-Viewport Support!
+// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
+//
+// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
+// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
+// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
+//
+// See Recap:   https://github.com/ocornut/imgui/wiki/Multi-Viewports
+// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
+//
+// About the coordinates system:
+// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
+// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
+// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
+//
+// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
+// - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// - Backend:      The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
+// - Application:  In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
+// - Application:  Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
+//
+// Steps to use multi-viewports in your application, when using a custom backend:
+// - Important:    THIS IS NOT EASY TO DO and comes with many subtleties not described here!
+//                 It's also an experimental feature, so some of the requirements may evolve.
+//                 Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
+// - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// - Backend:      Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
+//                 Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
+//                 Update ImGuiPlatformIO's Monitors list every frame.
+//                 Update MousePos every frame, in absolute coordinates.
+// - Application:  In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
+//                 You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
+// - Application:  Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
+//
+// About ImGui::RenderPlatformWindowsDefault():
+// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
+// - You can check its simple source code to understand what it does.
+//   It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
+//     Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
+//   Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
+// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
+//   you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
+//   You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
+//   or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
 //-----------------------------------------------------------------------------
 
 // Access via ImGui::GetPlatformIO()
@@ -3528,7 +3716,7 @@ struct ImGuiPlatformIO
     IMGUI_API ImGuiPlatformIO();
 
     //------------------------------------------------------------------
-    // Interface with OS and Platform backend
+    // Interface with OS and Platform backend (basic)
     //------------------------------------------------------------------
 
     // Optional: Access OS clipboard
@@ -3558,6 +3746,74 @@ struct ImGuiPlatformIO
 
     // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
     void*       Renderer_RenderState;
+
+    //------------------------------------------------------------------
+    // Input - Interface with OS/backends (Multi-Viewport support!)
+    //------------------------------------------------------------------
+
+    // 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 handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
+    // Custom engine backends will often provide both Platform and Renderer interfaces together 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 Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
+    void    (*Platform_CreateWindow)(ImGuiViewport* vp);                    // . . U . .  // Create a new platform window for the given viewport
+    void    (*Platform_DestroyWindow)(ImGuiViewport* vp);                   // N . U . D  //
+    void    (*Platform_ShowWindow)(ImGuiViewport* vp);                      // . . U . .  // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
+    void    (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos);        // . . U . .  // Set platform window position (given the upper-left corner of client area)
+    ImVec2  (*Platform_GetWindowPos)(ImGuiViewport* vp);                    // N . . . .  //
+    void    (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);      // . . U . .  // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
+    ImVec2  (*Platform_GetWindowSize)(ImGuiViewport* vp);                   // N . . . .  // Get platform window client area size
+    void    (*Platform_SetWindowFocus)(ImGuiViewport* vp);                  // N . . . .  // Move window to front and set input focus
+    bool    (*Platform_GetWindowFocus)(ImGuiViewport* vp);                  // . . U . .  //
+    bool    (*Platform_GetWindowMinimized)(ImGuiViewport* vp);              // N . . . .  // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
+    void    (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . .  // Set platform window title (given an UTF-8 string)
+    void    (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha);     // . . U . .  // (Optional) Setup global transparency (not per-pixel transparency)
+    void    (*Platform_UpdateWindow)(ImGuiViewport* vp);                    // . . U . .  // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
+    void    (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg);  // . . . R .  // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
+    void    (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg);   // . . . R .  // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
+    float   (*Platform_GetWindowDpiScale)(ImGuiViewport* vp);               // N . . . .  // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
+    void    (*Platform_OnChangedViewport)(ImGuiViewport* vp);               // . F . . .  // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
+    ImVec4  (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp);         // N . . . .  // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.
+    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).
+
+    // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
+    void    (*Renderer_CreateWindow)(ImGuiViewport* vp);                    // . . U . .  // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
+    void    (*Renderer_DestroyWindow)(ImGuiViewport* vp);                   // N . U . D  // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
+    void    (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);      // . . U . .  // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
+    void    (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg);  // . . . R .  // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
+    void    (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg);   // . . . R .  // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
+
+    // (Optional) Monitor list
+    // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
+    // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
+    ImVector<ImGuiPlatformMonitor>  Monitors;
+
+    //------------------------------------------------------------------
+    // Output - List of viewports to render into platform windows
+    //------------------------------------------------------------------
+
+    // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
+    // (in the future we will attempt to organize this feature to remove the need for a "main viewport")
+    ImVector<ImGuiViewport*>        Viewports;                              // Main viewports, followed by all secondary viewports.
+};
+
+// (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
+    void*   PlatformHandle;         // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
+    ImGuiPlatformMonitor()          { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
 };
 
 // (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function.
diff --git a/external/imgui/imgui_demo.cpp b/external/imgui/imgui_demo.cpp
index 5efbe6304538cfeaa2eb1e12694af42d42e0fa81..06cd561d9584d1223bf089504212f1e366415945 100644
--- a/external/imgui/imgui_demo.cpp
+++ b/external/imgui/imgui_demo.cpp
@@ -94,6 +94,7 @@ Index of this file:
 // [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()
 // [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles()
 // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
+// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace()
 // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
 // [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser()
 
@@ -207,6 +208,7 @@ static void ShowExampleAppMainMenuBar();
 static void ShowExampleAppAssetsBrowser(bool* p_open);
 static void ShowExampleAppConsole(bool* p_open);
 static void ShowExampleAppCustomRendering(bool* p_open);
+static void ShowExampleAppDockSpace(bool* p_open);
 static void ShowExampleAppDocuments(bool* p_open);
 static void ShowExampleAppLog(bool* p_open);
 static void ShowExampleAppLayout(bool* p_open);
@@ -248,6 +250,16 @@ static void HelpMarker(const char* desc)
     }
 }
 
+static void ShowDockingDisabledMessage()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration.");
+    ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or ");
+    ImGui::SameLine(0.0f, 0.0f);
+    if (ImGui::SmallButton("click here"))
+        io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
+}
+
 // Helper to wire demo markers located in code to an interactive browser
 typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data);
 extern ImGuiDemoMarkerCallback      GImGuiDemoMarkerCallback;
@@ -359,6 +371,7 @@ struct ImGuiDemoWindowData
     bool ShowAppConsole = false;
     bool ShowAppCustomRendering = false;
     bool ShowAppDocuments = false;
+    bool ShowAppDockSpace = false;
     bool ShowAppLog = false;
     bool ShowAppLayout = false;
     bool ShowAppPropertyEditor = false;
@@ -399,7 +412,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
 
     // Examples Apps (accessible from the "Examples" menu)
     if (demo_data.ShowMainMenuBar)          { ShowExampleAppMainMenuBar(); }
-    if (demo_data.ShowAppDocuments)         { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); }
+    if (demo_data.ShowAppDockSpace)         { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function)
+    if (demo_data.ShowAppDocuments)         { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace()
     if (demo_data.ShowAppAssetsBrowser)     { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); }
     if (demo_data.ShowAppConsole)           { ShowExampleAppConsole(&demo_data.ShowAppConsole); }
     if (demo_data.ShowAppCustomRendering)   { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); }
@@ -436,6 +450,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
     static bool no_nav = false;
     static bool no_background = false;
     static bool no_bring_to_front = false;
+    static bool no_docking = false;
     static bool unsaved_document = false;
 
     ImGuiWindowFlags window_flags = 0;
@@ -448,6 +463,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
     if (no_nav)             window_flags |= ImGuiWindowFlags_NoNav;
     if (no_background)      window_flags |= ImGuiWindowFlags_NoBackground;
     if (no_bring_to_front)  window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;
+    if (no_docking)         window_flags |= ImGuiWindowFlags_NoDocking;
     if (unsaved_document)   window_flags |= ImGuiWindowFlags_UnsavedDocument;
     if (no_close)           p_open = NULL; // Don't pass our bool* to Begin
 
@@ -550,6 +566,44 @@ void ImGui::ShowDemoWindow(bool* p_open)
             ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways);
             ImGui::SameLine(); HelpMarker("Navigation cursor is always visible.");
 
+            ImGui::SeparatorText("Docking");
+            ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable);
+            ImGui::SameLine();
+            if (io.ConfigDockingWithShift)
+                HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).");
+            else
+                HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).");
+            if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
+            {
+                ImGui::Indent();
+                ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit);
+                ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.");
+                ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift);
+                ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)");
+                ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar);
+                ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows.");
+                ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload);
+                ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.");
+                ImGui::Unindent();
+            }
+
+            ImGui::SeparatorText("Multi-viewports");
+            ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable);
+            ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details.");
+            if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+            {
+                ImGui::Indent();
+                ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge);
+                ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it.");
+                ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon);
+                ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away).");
+                ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration);
+                ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away).");
+                ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent);
+                ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away).");
+                ImGui::Unindent();
+            }
+
             ImGui::SeparatorText("Windows");
             ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
             ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback.");
@@ -615,12 +669,16 @@ void ImGui::ShowDemoWindow(bool* p_open)
                 "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n"
                 "Here we expose them as read-only fields to avoid breaking interactions with your backend.");
 
+            // Make a local copy to avoid modifying actual backend flags.
             // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright?
             ImGui::BeginDisabled();
-            ImGui::CheckboxFlags("io.BackendFlags: HasGamepad",           &io.BackendFlags, ImGuiBackendFlags_HasGamepad);
-            ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors",      &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
-            ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos",       &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);
-            ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
+            ImGui::CheckboxFlags("io.BackendFlags: HasGamepad",             &io.BackendFlags, ImGuiBackendFlags_HasGamepad);
+            ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors",        &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
+            ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos",         &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);
+            ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports",   &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports);
+            ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport);
+            ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset",   &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
+            ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports",   &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports);
             ImGui::EndDisabled();
 
             ImGui::TreePop();
@@ -672,6 +730,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
             ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav);
             ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background);
             ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front);
+            ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking);
             ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document);
             ImGui::EndTable();
         }
@@ -714,6 +773,7 @@ static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
             ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole);
             ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering);
             ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments);
+            ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace);
             ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog);
             ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor);
             ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout);
@@ -2839,18 +2899,24 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
             "IsWindowFocused() = %d\n"
             "IsWindowFocused(_ChildWindows) = %d\n"
             "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"
+            "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n"
             "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
             "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n"
             "IsWindowFocused(_RootWindow) = %d\n"
             "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n"
             "IsWindowFocused(_AnyWindow) = %d\n",
             ImGui::IsWindowFocused(),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
+            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy),
             ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
 
         // Testing IsWindowHovered() function with its various flags.
@@ -2860,10 +2926,13 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
             "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
             "IsWindowHovered(_ChildWindows) = %d\n"
             "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"
+            "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n"
             "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
             "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n"
             "IsWindowHovered(_RootWindow) = %d\n"
             "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"
+            "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n"
             "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
             "IsWindowHovered(_AnyWindow) = %d\n"
             "IsWindowHovered(_Stationary) = %d\n",
@@ -2872,10 +2941,13 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
             ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
+            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow),
             ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary));
@@ -2888,10 +2960,13 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
 
         // 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()
             {
@@ -7763,6 +7838,12 @@ void ImGui::ShowAboutWindow(bool* p_open)
 #ifdef __EMSCRIPTEN__
         ImGui::Text("define: __EMSCRIPTEN__");
         ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__);
+#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");
@@ -7773,7 +7854,19 @@ void ImGui::ShowAboutWindow(bool* p_open)
         if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)                  ImGui::Text(" NoMouse");
         if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)      ImGui::Text(" NoMouseCursorChange");
         if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)               ImGui::Text(" NoKeyboard");
+        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.ConfigNavMoveSetMousePos)                                ImGui::Text("io.ConfigNavMoveSetMousePos");
         if (io.ConfigNavCaptureKeyboard)                                ImGui::Text("io.ConfigNavCaptureKeyboard");
@@ -7785,7 +7878,10 @@ void ImGui::ShowAboutWindow(bool* p_open)
         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);
@@ -7961,6 +8057,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
             ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f");
             ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f");
 
+            ImGui::SeparatorText("Docking");
+            ImGui::SliderFloat("DockingSplitterSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f");
+
             ImGui::SeparatorText("Tooltips");
             for (int n = 0; n < 2; n++)
                 if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav"))
@@ -9207,6 +9306,8 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
         else
         {
             ImGui::Text("(Hold SHIFT to display a dummy viewport)");
+            if (ImGui::IsWindowDocked())
+                ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!");
             if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
             if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
             if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
@@ -9233,7 +9334,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
 {
     static int location = 0;
     ImGuiIO& io = ImGui::GetIO();
-    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
     if (location >= 0)
     {
         const float PAD = 10.0f;
@@ -9246,6 +9347,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
         window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f;
         window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f;
         ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
+        ImGui::SetNextWindowViewport(viewport->ID);
         window_flags |= ImGuiWindowFlags_NoMove;
     }
     else if (location == -2)
@@ -9665,6 +9767,134 @@ static void ShowExampleAppCustomRendering(bool* p_open)
     ImGui::End();
 }
 
+//-----------------------------------------------------------------------------
+// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace()
+//-----------------------------------------------------------------------------
+
+// Demonstrate using DockSpace() to create an explicit docking node within an existing window.
+// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
+// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
+// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
+// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
+// About dockspaces:
+// - Use DockSpace() to create an explicit dock node _within_ an existing window.
+// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport.
+//   This is often used with ImGuiDockNodeFlags_PassthruCentralNode.
+// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*)
+// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
+//   e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
+// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node,
+// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create
+// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use.
+void ShowExampleAppDockSpace(bool* p_open)
+{
+    // READ THIS !!!
+    // TL;DR; this demo is more complicated than what most users you would normally use.
+    // If we remove all options we are showcasing, this demo would become:
+    //     void ShowExampleAppDockSpace()
+    //     {
+    //         ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport());
+    //     }
+    // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below!
+    // In this specific demo, we are not using DockSpaceOverViewport() because:
+    // - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false)
+    // - (2) we allow the host window to have padding (when opt_padding == true)
+    // - (3) we expose many flags and need a way to have them visible.
+    // - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport()
+    //      in your code, but we don't here because we allow the window to be floating)
+
+    static bool opt_fullscreen = true;
+    static bool opt_padding = false;
+    static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None;
+
+    // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into,
+    // because it would be confusing to have two docking targets within each others.
+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
+    if (opt_fullscreen)
+    {
+        const ImGuiViewport* viewport = ImGui::GetMainViewport();
+        ImGui::SetNextWindowPos(viewport->WorkPos);
+        ImGui::SetNextWindowSize(viewport->WorkSize);
+        ImGui::SetNextWindowViewport(viewport->ID);
+        ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+        ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
+        window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
+        window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
+    }
+    else
+    {
+        dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode;
+    }
+
+    // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background
+    // and handle the pass-thru hole, so we ask Begin() to not render a background.
+    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
+        window_flags |= ImGuiWindowFlags_NoBackground;
+
+    // Important: note that we proceed even if Begin() returns false (aka window is collapsed).
+    // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive,
+    // all active windows docked into it will lose their parent and become undocked.
+    // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise
+    // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible.
+    if (!opt_padding)
+        ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
+    ImGui::Begin("DockSpace Demo", p_open, window_flags);
+    if (!opt_padding)
+        ImGui::PopStyleVar();
+
+    if (opt_fullscreen)
+        ImGui::PopStyleVar(2);
+
+    // Submit the DockSpace
+    ImGuiIO& io = ImGui::GetIO();
+    if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
+    {
+        ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
+        ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
+    }
+    else
+    {
+        ShowDockingDisabledMessage();
+    }
+
+    if (ImGui::BeginMenuBar())
+    {
+        if (ImGui::BeginMenu("Options"))
+        {
+            // Disabling fullscreen would allow the window to be moved to the front of other windows,
+            // which we can't undo at the moment without finer window depth/z control.
+            ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen);
+            ImGui::MenuItem("Padding", NULL, &opt_padding);
+            ImGui::Separator();
+
+            if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode; }
+            if (ImGui::MenuItem("Flag: NoDockingSplit",         "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0))             { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit; }
+            if (ImGui::MenuItem("Flag: NoUndocking",            "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0))                { dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking; }
+            if (ImGui::MenuItem("Flag: NoResize",               "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0))                   { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; }
+            if (ImGui::MenuItem("Flag: AutoHideTabBar",         "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0))             { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; }
+            if (ImGui::MenuItem("Flag: PassthruCentralNode",    "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; }
+            ImGui::Separator();
+
+            if (ImGui::MenuItem("Close", NULL, false, p_open != NULL))
+                *p_open = false;
+            ImGui::EndMenu();
+        }
+        HelpMarker(
+            "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n"
+            "- Drag from window title bar or their tab to dock/undock." "\n"
+            "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n"
+            "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n"
+            "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n"
+            "This demo app has nothing to do with enabling docking!" "\n\n"
+            "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n"
+            "Read comments in ShowExampleAppDockSpace() for more details.");
+
+        ImGui::EndMenuBar();
+    }
+
+    ImGui::End();
+}
+
 //-----------------------------------------------------------------------------
 // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
 //-----------------------------------------------------------------------------
@@ -9790,11 +10020,25 @@ void ShowExampleAppDocuments(bool* p_open)
     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;
@@ -9838,6 +10082,12 @@ void ShowExampleAppDocuments(bool* p_open)
                 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();
 
@@ -9851,7 +10101,8 @@ void ShowExampleAppDocuments(bool* p_open)
     //   hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window.
     //   The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole.
 
-    // Submit Tab Bar and Tabs
+    // Tabs
+    if (opt_target == Target_Tab)
     {
         ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0);
         tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline;
@@ -9894,6 +10145,53 @@ void ShowExampleAppDocuments(bool* p_open)
             ImGui::EndTabBar();
         }
     }
+    else if (opt_target == Target_DockSpaceAndWindow)
+    {
+        if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable)
+        {
+            app.NotifyOfDocumentsClosedElsewhere();
+
+            // 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;
+                    app.CloseQueue.push_back(doc);
+                }
+
+                app.DisplayDocContextMenu(doc);
+                if (visible)
+                    app.DisplayDocContents(doc);
+
+                ImGui::End();
+            }
+        }
+        else
+        {
+            ShowDockingDisabledMessage();
+        }
+    }
+
+    // Early out other contents
+    if (!window_contents_visible)
+    {
+        ImGui::End();
+        return;
+    }
 
     // Display renaming UI
     if (app.RenamingDoc != NULL)
diff --git a/external/imgui/imgui_draw.cpp b/external/imgui/imgui_draw.cpp
index 631472a71dd6e784579750e04681a73d905036fb..d570040ed46e54f8caaa8a0a4dbe8f438f144666 100644
--- a/external/imgui/imgui_draw.cpp
+++ b/external/imgui/imgui_draw.cpp
@@ -219,6 +219,8 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
     colors[ImGuiCol_TabDimmed]              = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
     colors[ImGuiCol_TabDimmedSelected]      = ImLerp(colors[ImGuiCol_TabSelected],  colors[ImGuiCol_TitleBg], 0.40f);
     colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f);
+    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);
@@ -282,6 +284,8 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
     colors[ImGuiCol_TabDimmed]              = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
     colors[ImGuiCol_TabDimmedSelected]      = ImLerp(colors[ImGuiCol_TabSelected],  colors[ImGuiCol_TitleBg], 0.40f);
     colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f);
+    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);
@@ -346,6 +350,8 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
     colors[ImGuiCol_TabDimmed]              = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
     colors[ImGuiCol_TabDimmedSelected]      = ImLerp(colors[ImGuiCol_TabSelected],  colors[ImGuiCol_TitleBg], 0.40f);
     colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f);
+    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);
@@ -4274,6 +4280,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
 // - RenderArrow()
 // - RenderBullet()
 // - RenderCheckMark()
+// - RenderArrowDockMenu()
 // - RenderArrowPointingAt()
 // - RenderRectFilledRangeH()
 // - RenderRectFilledWithHole()
@@ -4348,6 +4355,14 @@ void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half
     }
 }
 
+// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality,
+// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window.
+void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col)
+{
+    draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col);
+    RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col);
+}
+
 static inline float ImAcos01(float x)
 {
     if (x <= 0.0f) return IM_PI * 0.5f;
@@ -4433,6 +4448,17 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer,
     if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight);
 }
 
+ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold)
+{
+    bool round_l = r_in.Min.x <= r_outer.Min.x + threshold;
+    bool round_r = r_in.Max.x >= r_outer.Max.x - threshold;
+    bool round_t = r_in.Min.y <= r_outer.Min.y + threshold;
+    bool round_b = r_in.Max.y >= r_outer.Max.y - threshold;
+    return ImDrawFlags_RoundCornersNone
+        | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0)
+        | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0);
+}
+
 // Helper for ColorPicker4()
 // NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
 // Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
diff --git a/external/imgui/imgui_internal.h b/external/imgui/imgui_internal.h
index fd8a185a597d53766181a24e565869082239cd74..7c7817eba0075666431726b3b9af39bffef36460 100644
--- a/external/imgui/imgui_internal.h
+++ b/external/imgui/imgui_internal.h
@@ -135,6 +135,10 @@ struct ImGuiContext;                // Main Dear ImGui context
 struct ImGuiContextHook;            // Hook for extensions like ImGuiTestEngine
 struct ImGuiDataVarInfo;            // Variable information (e.g. to access style variables from an enum)
 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 ImGuiErrorRecoveryState;     // Storage of stack sizes for error handling and recovery
 struct ImGuiGroupData;              // Stacked storage data for BeginGroup()/EndGroup()
 struct ImGuiInputTextState;         // Internal state of the currently focused/edited text input box
@@ -166,12 +170,14 @@ struct ImGuiTreeNodeStackData;      // Temporary storage for TreeNode().
 struct ImGuiTypingSelectState;      // Storage for GetTypingSelectRequest()
 struct ImGuiTypingSelectRequest;    // Storage for GetTypingSelectRequest() (aimed to be public)
 struct ImGuiWindow;                 // Storage for one window
+struct ImGuiWindowDockStyle;        // Storage for window-style data which needs to be stored for docking purpose
 struct ImGuiWindowTempData;         // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
 struct ImGuiWindowSettings;         // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
 
 // Enumerations
 // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
 enum ImGuiLocKey : int;                 // -> enum ImGuiLocKey              // Enum: a localization entry for translation.
+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
 
 // Flags
@@ -205,6 +211,9 @@ extern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer
 // [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 Printing Into TTY
 // (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename)
 #ifndef IMGUI_DEBUG_PRINTF
@@ -226,6 +235,8 @@ extern IMGUI_API ImGuiContext* GImGui;  // Current implicit context pointer
 #define IMGUI_DEBUG_LOG_IO(...)         do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)          IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
 #define IMGUI_DEBUG_LOG_FONT(...)       do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFont)        IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
 #define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_DOCKING(...)    do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking)     IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_VIEWPORT(...)   do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport)    IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
 
 // Static Asserts
 #define IM_STATIC_ASSERT(_COND)         static_assert(_COND, "")
@@ -889,7 +900,7 @@ enum ImGuiItemStatusFlags_
 enum ImGuiHoveredFlagsPrivate_
 {
     ImGuiHoveredFlags_DelayMask_                    = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay,
-    ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary,
+    ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary,
     ImGuiHoveredFlags_AllowedMaskForIsItemHovered   = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_,
 };
 
@@ -1184,6 +1195,9 @@ enum ImGuiNextWindowDataFlags_
     ImGuiNextWindowDataFlags_HasScroll          = 1 << 7,
     ImGuiNextWindowDataFlags_HasChildFlags      = 1 << 8,
     ImGuiNextWindowDataFlags_HasRefreshPolicy   = 1 << 9,
+    ImGuiNextWindowDataFlags_HasViewport        = 1 << 10,
+    ImGuiNextWindowDataFlags_HasDock            = 1 << 11,
+    ImGuiNextWindowDataFlags_HasWindowClass     = 1 << 12,
 };
 
 // Storage for SetNexWindow** functions
@@ -1193,17 +1207,22 @@ struct ImGuiNextWindowData
     ImGuiCond                   PosCond;
     ImGuiCond                   SizeCond;
     ImGuiCond                   CollapsedCond;
+    ImGuiCond                   DockCond;
     ImVec2                      PosVal;
     ImVec2                      PosPivotVal;
     ImVec2                      SizeVal;
     ImVec2                      ContentSizeVal;
     ImVec2                      ScrollVal;
     ImGuiChildFlags             ChildFlags;
+    bool                        PosUndock;
     bool                        CollapsedVal;
     ImRect                      SizeConstraintRect;
     ImGuiSizeCallback           SizeCallback;
     void*                       SizeCallbackUserData;
     float                       BgAlphaVal;             // Override background alpha
+    ImGuiID                     ViewportId;
+    ImGuiID                     DockId;
+    ImGuiWindowClass            WindowClass;
     ImVec2                      MenuBarOffsetMinVal;    // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)
     ImGuiWindowRefreshFlags     RefreshFlagsVal;
 
@@ -1372,6 +1391,7 @@ enum ImGuiInputEventType
     ImGuiInputEventType_MousePos,
     ImGuiInputEventType_MouseWheel,
     ImGuiInputEventType_MouseButton,
+    ImGuiInputEventType_MouseViewport,
     ImGuiInputEventType_Key,
     ImGuiInputEventType_Text,
     ImGuiInputEventType_Focus,
@@ -1392,6 +1412,7 @@ enum ImGuiInputSource
 struct ImGuiInputEventMousePos      { float PosX, PosY; ImGuiMouseSource MouseSource; };
 struct ImGuiInputEventMouseWheel    { float WheelX, WheelY; ImGuiMouseSource MouseSource; };
 struct ImGuiInputEventMouseButton   { int Button; bool Down; ImGuiMouseSource MouseSource; };
+struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; };
 struct ImGuiInputEventKey           { ImGuiKey Key; bool Down; float AnalogValue; };
 struct ImGuiInputEventText          { unsigned int Char; };
 struct ImGuiInputEventAppFocused    { bool Focused; };
@@ -1406,6 +1427,7 @@ struct ImGuiInputEvent
         ImGuiInputEventMousePos     MousePos;       // if Type == ImGuiInputEventType_MousePos
         ImGuiInputEventMouseWheel   MouseWheel;     // if Type == ImGuiInputEventType_MouseWheel
         ImGuiInputEventMouseButton  MouseButton;    // if Type == ImGuiInputEventType_MouseButton
+        ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport
         ImGuiInputEventKey          Key;            // if Type == ImGuiInputEventType_Key
         ImGuiInputEventText         Text;           // if Type == ImGuiInputEventType_Text
         ImGuiInputEventAppFocused   AppFocused;     // if Type == ImGuiInputEventType_Focus
@@ -1799,8 +1821,155 @@ struct IMGUI_API ImGuiMultiSelectState
 // [SECTION] Docking support
 //-----------------------------------------------------------------------------
 
+#define DOCKING_HOST_DRAW_CHANNEL_BG 0  // Dock host: background fill
+#define DOCKING_HOST_DRAW_CHANNEL_FG 1  // Dock host: decorations and contents
+
 #ifdef IMGUI_HAS_DOCK
-// <this is filled in 'docking' branch>
+
+// Extend ImGuiDockNodeFlags_
+enum ImGuiDockNodeFlagsPrivate_
+{
+    // [Internal]
+    ImGuiDockNodeFlags_DockSpace                = 1 << 10,  // 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,  // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor.
+    ImGuiDockNodeFlags_NoTabBar                 = 1 << 12,  // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back.
+    ImGuiDockNodeFlags_HiddenTabBar             = 1 << 13,  // 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,  // Saved // Disable window/docking menu (that one that appears instead of the collapse button)
+    ImGuiDockNodeFlags_NoCloseButton            = 1 << 15,  // Saved // Disable close button
+    ImGuiDockNodeFlags_NoResizeX                = 1 << 16,  //       //
+    ImGuiDockNodeFlags_NoResizeY                = 1 << 17,  //       //
+    ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18,  //       // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused.
+
+    // Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved)
+    // Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand.
+    // The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues.
+    ImGuiDockNodeFlags_NoDockingSplitOther      = 1 << 19,  //       // Disable this node from splitting other windows/nodes.
+    ImGuiDockNodeFlags_NoDockingOverMe          = 1 << 20,  //       // Disable other windows/nodes from being docked over this node.
+    ImGuiDockNodeFlags_NoDockingOverOther       = 1 << 21,  //       // Disable this node from being docked over another window or non-empty node.
+    ImGuiDockNodeFlags_NoDockingOverEmpty       = 1 << 22,  //       // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows)
+    ImGuiDockNodeFlags_NoDocking                = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther,
+
+    // Masks
+    ImGuiDockNodeFlags_SharedFlagsInheritMask_  = ~0,
+    ImGuiDockNodeFlags_NoResizeFlagsMask_       = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY,
+
+    // When splitting, those local flags are moved to the inheriting child, never duplicated
+    ImGuiDockNodeFlags_LocalFlagsTransferMask_  = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton,
+    ImGuiDockNodeFlags_SavedFlagsMask_          = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton,
+};
+
+// Store the source authority (dock node vs window) of a field
+enum ImGuiDataAuthority_
+{
+    ImGuiDataAuthority_Auto,
+    ImGuiDataAuthority_DockNode,
+    ImGuiDataAuthority_Window,
+};
+
+enum ImGuiDockNodeState
+{
+    ImGuiDockNodeState_Unknown,
+    ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow,
+    ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing,
+    ImGuiDockNodeState_HostWindowVisible,
+};
+
+// sizeof() 156~192
+struct IMGUI_API ImGuiDockNode
+{
+    ImGuiID                 ID;
+    ImGuiDockNodeFlags      SharedFlags;                // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node)
+    ImGuiDockNodeFlags      LocalFlags;                 // (Write) Flags specific to this node
+    ImGuiDockNodeFlags      LocalFlagsInWindows;        // (Write) Flags specific to this node, applied from windows
+    ImGuiDockNodeFlags      MergedFlags;                // (Read)  Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows)
+    ImGuiDockNodeState      State;
+    ImGuiDockNode*          ParentNode;
+    ImGuiDockNode*          ChildNodes[2];              // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array.
+    ImVector<ImGuiWindow*>  Windows;                    // Note: unordered list! Iterate TabBar->Tabs for user-order.
+    ImGuiTabBar*            TabBar;
+    ImVec2                  Pos;                        // Current position
+    ImVec2                  Size;                       // Current size
+    ImVec2                  SizeRef;                    // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size.
+    ImGuiAxis               SplitAxis;                  // [Split node only] Split axis (X or Y)
+    ImGuiWindowClass        WindowClass;                // [Root node only]
+    ImU32                   LastBgColor;
+
+    ImGuiWindow*            HostWindow;
+    ImGuiWindow*            VisibleWindow;              // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window.
+    ImGuiDockNode*          CentralNode;                // [Root node only] Pointer to central node.
+    ImGuiDockNode*          OnlyNodeWithWindows;        // [Root node only] Set when there is a single visible node within the hierarchy.
+    int                     CountNodeWithWindows;       // [Root node only]
+    int                     LastFrameAlive;             // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly
+    int                     LastFrameActive;            // Last frame number the node was updated.
+    int                     LastFrameFocused;           // Last frame number the node was focused.
+    ImGuiID                 LastFocusedNodeId;          // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused.
+    ImGuiID                 SelectedTabId;              // [Leaf node only] Which of our tab/window is selected.
+    ImGuiID                 WantCloseTabId;             // [Leaf node only] Set when closing a specific tab/window.
+    ImGuiID                 RefViewportId;              // Reference viewport ID from visible window when HostWindow == NULL.
+    ImGuiDataAuthority      AuthorityForPos         :3;
+    ImGuiDataAuthority      AuthorityForSize        :3;
+    ImGuiDataAuthority      AuthorityForViewport    :3;
+    bool                    IsVisible               :1; // Set to false when the node is hidden (usually disabled as it has no active window)
+    bool                    IsFocused               :1;
+    bool                    IsBgDrawnThisFrame      :1;
+    bool                    HasCloseButton          :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one.
+    bool                    HasWindowMenuButton     :1;
+    bool                    HasCentralNodeChild     :1;
+    bool                    WantCloseAll            :1; // Set when closing all tabs at once.
+    bool                    WantLockSizeOnce        :1;
+    bool                    WantMouseMove           :1; // After a node extraction we need to transition toward moving the newly created host window
+    bool                    WantHiddenTabBarUpdate  :1;
+    bool                    WantHiddenTabBarToggle  :1;
+
+    ImGuiDockNode(ImGuiID id);
+    ~ImGuiDockNode();
+    bool                    IsRootNode() const      { return ParentNode == NULL; }
+    bool                    IsDockSpace() const     { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; }
+    bool                    IsFloatingNode() const  { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; }
+    bool                    IsCentralNode() const   { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; }
+    bool                    IsHiddenTabBar() const  { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle
+    bool                    IsNoTabBar() const      { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; }     // Never show a tab bar
+    bool                    IsSplitNode() const     { return ChildNodes[0] != NULL; }
+    bool                    IsLeafNode() const      { return ChildNodes[0] == NULL; }
+    bool                    IsEmpty() const         { return ChildNodes[0] == NULL && Windows.Size == 0; }
+    ImRect                  Rect() const            { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
+
+    void                    SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); }
+    void                    UpdateMergedFlags()     { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; }
+};
+
+// List of colors that are stored at the time of Begin() into Docked Windows.
+// We currently store the packed colors in a simple array window->DockStyle.Colors[].
+// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow,
+// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame.
+enum ImGuiWindowDockStyleCol
+{
+    ImGuiWindowDockStyleCol_Text,
+    ImGuiWindowDockStyleCol_TabHovered,
+    ImGuiWindowDockStyleCol_TabFocused,
+    ImGuiWindowDockStyleCol_TabSelected,
+    ImGuiWindowDockStyleCol_TabSelectedOverline,
+    ImGuiWindowDockStyleCol_TabDimmed,
+    ImGuiWindowDockStyleCol_TabDimmedSelected,
+    ImGuiWindowDockStyleCol_TabDimmedSelectedOverline,
+    ImGuiWindowDockStyleCol_COUNT
+};
+
+// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to.
+struct ImGuiWindowDockStyle
+{
+    ImU32 Colors[ImGuiWindowDockStyleCol_COUNT];
+};
+
+struct ImGuiDockContext
+{
+    ImGuiStorage                    Nodes;          // Map ID -> ImGuiDockNode*: Active nodes
+    ImVector<ImGuiDockRequest>      Requests;
+    ImVector<ImGuiDockNodeSettings> NodesSettings;
+    bool                            WantFullRebuild;
+    ImGuiDockContext()              { memset(this, 0, sizeof(*this)); }
+};
+
 #endif // #ifdef IMGUI_HAS_DOCK
 
 //-----------------------------------------------------------------------------
@@ -1811,10 +1980,24 @@ struct IMGUI_API ImGuiMultiSelectState
 // Every instance of ImGuiViewport is in fact a ImGuiViewportP.
 struct ImGuiViewportP : public ImGuiViewport
 {
+    ImGuiWindow*        Window;                 // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set)
+    int                 Idx;
+    int                 LastFrameActive;        // Last frame number this viewport was activated by a window
+    int                 LastFocusedStampCount;  // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback)
+    ImGuiID             LastNameHash;
+    ImVec2              LastPos;
+    ImVec2              LastSize;
+    float               Alpha;                  // Window opacity (when dragging dockable windows/viewports we make them transparent)
+    float               LastAlpha;
+    bool                LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused.
+    short               PlatformMonitor;
     int                 BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
     ImDrawList*         BgFgDrawLists[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;        // Temporary data while building final ImDrawData
+    ImVec2              LastPlatformPos;
+    ImVec2              LastPlatformSize;
+    ImVec2              LastRendererSize;
 
     // Per-viewport work area
     // - Insets are >= 0.0f values, distance from viewport corners to work area.
@@ -1825,8 +2008,9 @@ struct ImGuiViewportP : public ImGuiViewport
     ImVec2              BuildWorkInsetMin;      // Work Area inset accumulator for current frame, to become next frame's WorkInset
     ImVec2              BuildWorkInsetMax;      // "
 
-    ImGuiViewportP()    { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; }
-    ~ImGuiViewportP()   { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
+    ImGuiViewportP()                    { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
+    ~ImGuiViewportP()                   { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
+    void    ClearRequestFlags()         { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
 
     // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
     ImVec2  CalcWorkRectPos(const ImVec2& inset_min) const                           { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); }
@@ -1849,14 +2033,19 @@ struct ImGuiViewportP : public ImGuiViewport
 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        IsChild;
     bool        WantApply;      // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
     bool        WantDelete;     // Set to invalidate/delete the settings entry
 
-    ImGuiWindowSettings()       { memset(this, 0, sizeof(*this)); }
+    ImGuiWindowSettings()       { memset(this, 0, sizeof(*this)); DockOrder = -1; }
     char* GetName()             { return (char*)(this + 1); }
 };
 
@@ -1892,6 +2081,9 @@ enum ImGuiLocKey : int
     ImGuiLocKey_WindowingUntitled,
     ImGuiLocKey_OpenLink_s,
     ImGuiLocKey_CopyLink,
+    ImGuiLocKey_DockingHideTabBar,
+    ImGuiLocKey_DockingHoldShiftToDock,
+    ImGuiLocKey_DockingDragToUndockOrMoveNode,
     ImGuiLocKey_COUNT
 };
 
@@ -1936,8 +2128,8 @@ enum ImGuiDebugLogFlags_
     ImGuiDebugLogFlags_EventIO              = 1 << 7,
     ImGuiDebugLogFlags_EventFont            = 1 << 8,
     ImGuiDebugLogFlags_EventInputRouting    = 1 << 9,
-    ImGuiDebugLogFlags_EventDocking         = 1 << 10,  // Unused in this branch
-    ImGuiDebugLogFlags_EventViewport        = 1 << 11,  // Unused in this branch
+    ImGuiDebugLogFlags_EventDocking         = 1 << 10,
+    ImGuiDebugLogFlags_EventViewport        = 1 << 11,
 
     ImGuiDebugLogFlags_EventMask_           = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport,
     ImGuiDebugLogFlags_OutputToTTY          = 1 << 20,  // Also send output to TTY
@@ -1972,6 +2164,7 @@ struct ImGuiMetricsConfig
     bool        ShowDrawCmdBoundingBoxes = true;
     bool        ShowTextEncodingViewer = false;
     bool        ShowAtlasTintedWithTextColor = false;
+    bool        ShowDockingNodes = false;
     int         ShowWindowsRectsType = -1;
     int         ShowTablesRectsType = -1;
     int         HighlightMonitorIdx = -1;
@@ -2031,15 +2224,18 @@ struct ImGuiContext
     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.
     float                   FontScale;                          // == FontSize / Font->FontSize
-    float                   CurrentDpiScale;                    // Current window/viewport DpiScale
+    float                   CurrentDpiScale;                    // Current window/viewport DpiScale == CurrentViewport->DpiScale
     ImDrawListSharedData    DrawListSharedData;
     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
@@ -2068,7 +2264,7 @@ struct ImGuiContext
     ImGuiWindow*            HoveredWindow;                      // Window the mouse is hovering. Will typically catch mouse inputs.
     ImGuiWindow*            HoveredWindowUnderMovingWindow;     // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
     ImGuiWindow*            HoveredWindowBeforeClear;           // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors.
-    ImGuiWindow*            MovingWindow;                       // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
+    ImGuiWindow*            MovingWindow;                       // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree.
     ImGuiWindow*            WheelingWindow;                     // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
     ImVec2                  WheelingWindowRefMousePos;
     int                     WheelingWindowStartFrame;           // This may be set one frame before WheelingWindow is != NULL
@@ -2146,7 +2342,16 @@ struct ImGuiContext
     ImVector<ImGuiTreeNodeStackData>TreeNodeStack;              // Stack for TreeNode()
 
     // Viewports
-    ImVector<ImGuiViewportP*> Viewports;                        // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
+    ImVector<ImGuiViewportP*> Viewports;                        // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
+    ImGuiViewportP*         CurrentViewport;                    // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
+    ImGuiViewportP*         MouseViewport;
+    ImGuiViewportP*         MouseLastHoveredViewport;           // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
+    ImGuiID                 PlatformLastFocusedViewportId;
+    ImGuiPlatformMonitor    FallbackMonitor;                    // Virtual monitor used as fallback if backend doesn't provide monitor information.
+    ImRect                  PlatformMonitorsFullWorkRect;       // Bounding box of all platform monitors
+    int                     ViewportCreatedCount;               // Unique sequential creation counter (mostly for testing/debugging)
+    int                     PlatformWindowsCreatedCount;        // Unique sequential creation counter (mostly for testing/debugging)
+    int                     ViewportFocusedStampCount;          // Every time the front-most window changes, we stamp its viewport with an incrementing counter
 
     // Keyboard/Gamepad Navigation
     bool                    NavCursorVisible;                   // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move.
@@ -2316,6 +2521,12 @@ struct ImGuiContext
     // Platform support
     ImGuiPlatformImeData    PlatformImeData;                    // Data updated by current frame
     ImGuiPlatformImeData    PlatformImeDataPrev;                // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler.
+    ImGuiID                 PlatformImeViewport;
+
+    // Extensions
+    // FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
+    ImGuiDockContext        DockContext;
+    void                    (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar);
 
     // Settings
     bool                    SettingsLoaded;
@@ -2374,6 +2585,7 @@ struct ImGuiContext
     ImGuiMetricsConfig      DebugMetricsConfig;
     ImGuiIDStackTool        DebugIDStackTool;
     ImGuiDebugAllocInfo     DebugAllocInfo;
+    ImGuiDockNode*          DebugHoveredDockNode;               // Hovered dock node.
 
     // Misc
     float                   FramerateSecPerFrame[60];           // Calculate estimate of framerate for user over the last 60 frames..
@@ -2451,9 +2663,13 @@ struct IMGUI_API ImGuiWindow
     ImGuiContext*           Ctx;                                // Parent UI context (needs to be set explicitly by parent).
     char*                   Name;                               // Window name, owned by the window.
     ImGuiID                 ID;                                 // == ImHashStr(Name)
-    ImGuiWindowFlags        Flags;                              // See enum ImGuiWindowFlags_
+    ImGuiWindowFlags        Flags, FlagsPreviousFrame;          // See enum ImGuiWindowFlags_
     ImGuiChildFlags         ChildFlags;                         // Set when window is a child window. See enum ImGuiChildFlags_
+    ImGuiWindowClass        WindowClass;                        // Advanced users only. Set with SetNextWindowClass()
     ImGuiViewportP*         Viewport;                           // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded.
+    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
@@ -2469,6 +2685,7 @@ struct IMGUI_API ImGuiWindow
     float                   DecoInnerSizeX1, DecoInnerSizeY1;   // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).
     int                     NameBufLen;                         // Size of buffer storing Name. May be larger than strlen(Name)!
     ImGuiID                 MoveId;                             // == window->GetID("#MOVE")
+    ImGuiID                 TabId;                              // == window->GetID("#TAB")
     ImGuiID                 ChildId;                            // ID of corresponding item in parent window (for navigation to return from child window to parent window)
     ImGuiID                 PopupId;                            // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
     ImVec2                  Scroll;
@@ -2478,6 +2695,7 @@ struct IMGUI_API ImGuiWindow
     ImVec2                  ScrollTargetEdgeSnapDist;           // 0.0f = no snapping, >0.0f snapping threshold
     ImVec2                  ScrollbarSizes;                     // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
     bool                    ScrollbarX, ScrollbarY;             // Are scrollbars visible?
+    bool                    ViewportOwned;
     bool                    Active;                             // Set to true on Begin(), unless Collapsed
     bool                    WasActive;
     bool                    WriteAccessed;                      // Set to true when any widget access the current window
@@ -2507,6 +2725,7 @@ struct IMGUI_API ImGuiWindow
     ImGuiCond               SetWindowPosAllowFlags : 8;         // store acceptable condition flags for SetNextWindowPos() use.
     ImGuiCond               SetWindowSizeAllowFlags : 8;        // store acceptable condition flags for SetNextWindowSize() use.
     ImGuiCond               SetWindowCollapsedAllowFlags : 8;   // store acceptable condition flags for SetNextWindowCollapsed() use.
+    ImGuiCond               SetWindowDockAllowFlags : 8;        // store acceptable condition flags for SetNextWindowDock() use.
     ImVec2                  SetWindowPosVal;                    // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
     ImVec2                  SetWindowPosPivot;                  // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right.
 
@@ -2526,11 +2745,13 @@ struct IMGUI_API ImGuiWindow
     ImVec2ih                HitTestHoleOffset;
 
     int                     LastFrameActive;                    // Last frame number the window was Active.
+    int                     LastFrameJustFocused;               // Last frame number the window was made Focused.
     float                   LastTimeActive;                     // Last timestamp the window was Active (using float as we don't need high precision there)
     float                   ItemWidthDefault;
     ImGuiStorage            StateStorage;
     ImVector<ImGuiOldColumns> ColumnsStorage;
     float                   FontWindowScale;                    // User scale multiplier per-window, via SetWindowFontScale()
+    float                   FontDpiScale;
     int                     SettingsOffset;                     // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
 
     ImDrawList*             DrawList;                           // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
@@ -2539,6 +2760,7 @@ struct IMGUI_API ImGuiWindow
     ImGuiWindow*            ParentWindowInBeginStack;
     ImGuiWindow*            RootWindow;                         // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.
     ImGuiWindow*            RootWindowPopupTree;                // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
+    ImGuiWindow*            RootWindowDockTree;                 // Point to ourself or first ancestor that is not a child window. Cross through dock nodes.
     ImGuiWindow*            RootWindowForTitleBarHighlight;     // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
     ImGuiWindow*            RootWindowForNav;                   // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
     ImGuiWindow*            ParentWindowForFocusRoute;          // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document)
@@ -2553,6 +2775,19 @@ struct IMGUI_API ImGuiWindow
     int                     MemoryDrawListVtxCapacity;
     bool                    MemoryCompacted;                    // Set when window extraneous data have been garbage collected
 
+    // Docking
+    bool                    DockIsActive        :1;             // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
+    bool                    DockNodeIsVisible   :1;
+    bool                    DockTabIsVisible    :1;             // Is our window visible this frame? ~~ is the corresponding tab selected?
+    bool                    DockTabWantClose    :1;
+    short                   DockOrder;                          // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
+    ImGuiWindowDockStyle    DockStyle;
+    ImGuiDockNode*          DockNode;                           // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden.
+    ImGuiDockNode*          DockNodeAsHost;                     // Which node are we owning (for parent windows)
+    ImGuiID                 DockId;                             // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more
+    ImGuiItemStatusFlags    DockTabItemStatusFlags;
+    ImRect                  DockTabItemRect;
+
 public:
     ImGuiWindow(ImGuiContext* context, const char* name);
     ~ImGuiWindow();
@@ -2565,7 +2800,7 @@ public:
 
     // We don't use g.FontSize because the window may be != g.CurrentWindow.
     ImRect      Rect() const            { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
-    float       CalcFontSize() const    { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
+    float       CalcFontSize() const    { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
     ImRect      TitleBarRect() const    { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); }
     ImRect      MenuBarRect() const     { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); }
 };
@@ -2588,13 +2823,15 @@ enum ImGuiTabItemFlagsPrivate_
     ImGuiTabItemFlags_SectionMask_              = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing,
     ImGuiTabItemFlags_NoCloseButton             = 1 << 20,  // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
     ImGuiTabItemFlags_Button                    = 1 << 21,  // Used by TabItemButton, change the tab item behavior to mimic a button
+    ImGuiTabItemFlags_Unsorted                  = 1 << 22,  // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
 };
 
-// Storage for one active tab item (sizeof() 40 bytes)
+// Storage for one active tab item (sizeof() 48 bytes)
 struct ImGuiTabItem
 {
     ImGuiID             ID;
     ImGuiTabItemFlags   Flags;
+    ImGuiWindow*        Window;                 // When TabItem is part of a DockNode's TabBar, we hold on to a window.
     int                 LastFrameVisible;
     int                 LastFrameSelected;      // This allows us to infer an ordered list of the last activated tabs with little maintenance
     float               Offset;                 // Position relative to beginning of tab
@@ -2953,7 +3190,8 @@ namespace ImGui
     // If this ever crashes because g.CurrentWindow is NULL, it means that either:
     // - ImGui::NewFrame() has never been called, which is illegal.
     // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
-    IMGUI_API ImGuiIO&      GetIOEx(ImGuiContext* ctx);
+    IMGUI_API ImGuiIO&         GetIOEx(ImGuiContext* ctx);
+    IMGUI_API ImGuiPlatformIO& GetPlatformIOEx(ImGuiContext* ctx);
     inline    ImGuiWindow*  GetCurrentWindowRead()      { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
     inline    ImGuiWindow*  GetCurrentWindow()          { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
     IMGUI_API ImGuiWindow*  FindWindowByID(ImGuiID id);
@@ -2961,7 +3199,7 @@ namespace ImGui
     IMGUI_API void          UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
     IMGUI_API void          UpdateWindowSkipRefresh(ImGuiWindow* window);
     IMGUI_API ImVec2        CalcWindowNextAutoFitSize(ImGuiWindow* window);
-    IMGUI_API bool          IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy);
+    IMGUI_API bool          IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy);
     IMGUI_API bool          IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
     IMGUI_API bool          IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
     IMGUI_API bool          IsWindowNavFocusable(ImGuiWindow* window);
@@ -2970,7 +3208,7 @@ namespace ImGui
     IMGUI_API void          SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
     IMGUI_API void          SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);
     IMGUI_API void          SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window);
-    inline void             SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; }
+    inline void             SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field.
     inline ImRect           WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }
     inline ImRect           WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }
     inline ImVec2           WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p)  { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); }
@@ -2992,9 +3230,7 @@ namespace ImGui
     // Fonts, drawing
     IMGUI_API void          SetCurrentFont(ImFont* font);
     inline ImFont*          GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
-    inline ImDrawList*      GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
-    IMGUI_API ImDrawList*   GetBackgroundDrawList(ImGuiViewport* viewport);                     // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
-    IMGUI_API ImDrawList*   GetForegroundDrawList(ImGuiViewport* viewport);                     // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
+    inline ImDrawList*      GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
     IMGUI_API void          AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
 
     // Init
@@ -3006,6 +3242,7 @@ namespace ImGui
     IMGUI_API void          UpdateHoveredWindowAndCaptureFlags();
     IMGUI_API void          FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window);
     IMGUI_API void          StartMouseMovingWindow(ImGuiWindow* window);
+    IMGUI_API void          StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock);
     IMGUI_API void          UpdateMouseMovingWindowNewFrame();
     IMGUI_API void          UpdateMouseMovingWindowEndFrame();
 
@@ -3015,7 +3252,13 @@ namespace ImGui
     IMGUI_API void          CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
 
     // Viewports
+    IMGUI_API void          TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size);
+    IMGUI_API void          ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
+    IMGUI_API void          DestroyPlatformWindow(ImGuiViewportP* viewport);
     IMGUI_API void          SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
+    IMGUI_API void          SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
+    IMGUI_API const ImGuiPlatformMonitor*   GetViewportPlatformMonitor(ImGuiViewport* viewport);
+    IMGUI_API ImGuiViewportP*               FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos);
 
     // Settings
     IMGUI_API void                  MarkIniSettingsDirty();
@@ -3230,6 +3473,61 @@ namespace ImGui
     IMGUI_API bool          TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
     IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
 
+    // Docking
+    // (some functions are only declared in imgui.cpp, see Docking section)
+    IMGUI_API void          DockContextInitialize(ImGuiContext* ctx);
+    IMGUI_API void          DockContextShutdown(ImGuiContext* ctx);
+    IMGUI_API void          DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all
+    IMGUI_API void          DockContextRebuildNodes(ImGuiContext* ctx);
+    IMGUI_API void          DockContextNewFrameUpdateUndocking(ImGuiContext* ctx);
+    IMGUI_API void          DockContextNewFrameUpdateDocking(ImGuiContext* ctx);
+    IMGUI_API void          DockContextEndFrame(ImGuiContext* ctx);
+    IMGUI_API ImGuiID       DockContextGenNodeID(ImGuiContext* ctx);
+    IMGUI_API void          DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer);
+    IMGUI_API void          DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window);
+    IMGUI_API void          DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
+    IMGUI_API void          DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true);
+    IMGUI_API void          DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
+    IMGUI_API bool          DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos);
+    IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id);
+    IMGUI_API void          DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar);
+    IMGUI_API bool          DockNodeBeginAmendTabBar(ImGuiDockNode* node);
+    IMGUI_API void          DockNodeEndAmendTabBar();
+    inline ImGuiDockNode*   DockNodeGetRootNode(ImGuiDockNode* node)                 { while (node->ParentNode) node = node->ParentNode; return node; }
+    inline bool             DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; }
+    inline int              DockNodeGetDepth(const ImGuiDockNode* node)              { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; }
+    inline ImGuiID          DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); }
+    inline ImGuiDockNode*   GetWindowDockNode()                                      { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; }
+    IMGUI_API bool          GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window);
+    IMGUI_API void          BeginDocked(ImGuiWindow* window, bool* p_open);
+    IMGUI_API void          BeginDockableDragDropSource(ImGuiWindow* window);
+    IMGUI_API void          BeginDockableDragDropTarget(ImGuiWindow* window);
+    IMGUI_API void          SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond);
+
+    // Docking - Builder function needs to be generally called before the node is used/submitted.
+    // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability.
+    // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame.
+    // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode().
+    //   You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API.
+    // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node.
+    // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure
+    //   to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable.
+    // - Call DockBuilderFinish() after you are done.
+    IMGUI_API void          DockBuilderDockWindow(const char* window_name, ImGuiID node_id);
+    IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id);
+    inline ImGuiDockNode*   DockBuilderGetCentralNode(ImGuiID node_id)              { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; }
+    IMGUI_API ImGuiID       DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0);
+    IMGUI_API void          DockBuilderRemoveNode(ImGuiID node_id);                 // Remove node and all its child, undock all windows
+    IMGUI_API void          DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true);
+    IMGUI_API void          DockBuilderRemoveNodeChildNodes(ImGuiID node_id);       // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id).
+    IMGUI_API void          DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos);
+    IMGUI_API void          DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size);
+    IMGUI_API ImGuiID       DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node.
+    IMGUI_API void          DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs);
+    IMGUI_API void          DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs);
+    IMGUI_API void          DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name);
+    IMGUI_API void          DockBuilderFinish(ImGuiID node_id);
+
     // [EXPERIMENTAL] Focus Scope
     // This is generally used to identify a unique input location (for e.g. a selection set)
     // There is one per window (automatically set in Begin), but:
@@ -3342,9 +3640,11 @@ namespace ImGui
     IMGUI_API bool          BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
     IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
     IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order);
+    IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar);
     IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar);
     inline int              TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); }
     IMGUI_API const char*   TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
+    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          TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
@@ -3381,8 +3681,10 @@ namespace ImGui
     IMGUI_API void          RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
     IMGUI_API void          RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
     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, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
+    IMGUI_API ImDrawFlags   CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold);
 
     // Widgets
     IMGUI_API void          TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
@@ -3396,7 +3698,7 @@ namespace ImGui
 
     // Widgets: Window Decorations
     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 void          Scrollbar(ImGuiAxis axis);
     IMGUI_API bool          ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);
     IMGUI_API ImRect        GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
@@ -3488,6 +3790,7 @@ namespace ImGui
     IMGUI_API void          ShowFontAtlas(ImFontAtlas* atlas);
     IMGUI_API void          DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
     IMGUI_API void          DebugNodeColumns(ImGuiOldColumns* columns);
+    IMGUI_API void          DebugNodeDockNode(ImGuiDockNode* node, const char* label);
     IMGUI_API void          DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
     IMGUI_API void          DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
     IMGUI_API void          DebugNodeFont(ImFont* font);
@@ -3504,6 +3807,7 @@ namespace ImGui
     IMGUI_API void          DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
     IMGUI_API void          DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack);
     IMGUI_API void          DebugNodeViewport(ImGuiViewportP* viewport);
+    IMGUI_API void          DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx);
     IMGUI_API void          DebugRenderKeyboardPreview(ImDrawList* draw_list);
     IMGUI_API void          DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);
 
diff --git a/external/imgui/imgui_widgets.cpp b/external/imgui/imgui_widgets.cpp
index f9939cec430fdda7dd793b75467d7664dc971c85..569e4444460736afddb53a958af69abd15d74292 100644
--- a/external/imgui/imgui_widgets.cpp
+++ b/external/imgui/imgui_widgets.cpp
@@ -511,7 +511,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
         flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_;
 
     ImGuiWindow* backup_hovered_window = g.HoveredWindow;
-    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window;
+    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree;
     if (flatten_hovered_children)
         g.HoveredWindow = window;
 
@@ -869,7 +869,8 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
     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;
@@ -882,16 +883,21 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
         return pressed;
 
     // Render
+    //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed);
     ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
     ImU32 text_col = GetColorU32(ImGuiCol_Text);
     if (hovered || held)
         window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col);
     RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact);
-    RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
+
+    if (dock_node)
+        RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col);
+    else
+        RenderArrow(window->DrawList, bb.Min, 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); // Undock from window/collapse menu button
 
     return pressed;
 }
@@ -1633,7 +1639,7 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end
     const float separator_thickness = style.SeparatorTextBorderSize;
     const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness));
     const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y));
-    const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f));
+    const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImTrunc((style.SeparatorTextSize - label_size.y) * 0.5f));
     ItemSize(min_size, text_baseline_y);
     if (!ItemAdd(bb, id))
         return;
@@ -5272,6 +5278,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
                 g.PlatformImeData.WantVisible = true;
                 g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
                 g.PlatformImeData.InputLineHeight = g.FontSize;
+                g.PlatformImeViewport = window->Viewport->ID;
             }
         }
     }
@@ -8588,7 +8595,7 @@ bool ImGui::BeginMenuBar()
     // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
     // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
     ImRect bar_rect = window->MenuBarRect();
-    ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y));
+    ImRect clip_rect(ImFloor(bar_rect.Min.x + window->WindowBorderSize), ImFloor(bar_rect.Min.y + window->WindowBorderSize), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), ImFloor(bar_rect.Max.y));
     clip_rect.ClipWith(window->OuterRectClipped);
     PushClipRect(clip_rect.Min, clip_rect.Max, false);
 
@@ -8663,10 +8670,10 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im
     IM_ASSERT(dir != ImGuiDir_None);
 
     ImGuiWindow* bar_window = FindWindowByName(name);
+    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());
     if (bar_window == NULL || bar_window->BeginCount == 0)
     {
         // Calculate and set window size/position
-        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());
         ImRect avail_rect = viewport->GetBuildWorkRect();
         ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
         ImVec2 pos = avail_rect.Min;
@@ -8684,7 +8691,8 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im
             viewport->BuildWorkInsetMax[axis] += axis_size;
     }
 
-    window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
+    window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
+    SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set.
     PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
     PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint
     bool is_open = Begin(name, NULL, window_flags);
@@ -8698,6 +8706,9 @@ bool ImGui::BeginMainMenuBar()
     ImGuiContext& g = *GImGui;
     ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
 
+    // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change
+    SetCurrentViewport(NULL, viewport);
+
     // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
     // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea?
     // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings.
@@ -8748,7 +8759,7 @@ static bool IsRootOfOpenMenuSet()
     const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size];
     if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer)
         return false;
-    return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true);
+    return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false);
 }
 
 bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
@@ -9090,8 +9101,10 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected,
 // - TabBarCalcMaxTabWidth() [Internal]
 // - TabBarFindTabById() [Internal]
 // - TabBarFindTabByOrder() [Internal]
+// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal]
 // - TabBarGetCurrentTab() [Internal]
 // - TabBarGetTabName() [Internal]
+// - TabBarAddTab() [Internal]
 // - TabBarRemoveTab() [Internal]
 // - TabBarCloseTab() [Internal]
 // - TabBarScrollClamp() [Internal]
@@ -9213,7 +9226,8 @@ bool    ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
 
     // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable
     if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))
-        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
+        if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid
+            ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
     tab_bar->TabsAddedNew = false;
 
     // Flags
@@ -9495,6 +9509,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
     tab_bar->VisibleTabId = tab_bar->SelectedTabId;
     tab_bar->VisibleTabWasSubmitted = false;
 
+    // CTRL+TAB can override visible tab temporarily
+    if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar)
+        tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId;
+
     // Apply request requests
     if (scroll_to_tab_id != 0)
         TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);
@@ -9540,11 +9558,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
 // Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack.
 static ImU32   ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window)
 {
-    IM_ASSERT(docked_window == NULL); // master branch only
-    IM_UNUSED(docked_window);
-    if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
+    if (docked_window != NULL)
     {
-        ImGuiID id = ImHashStr(label);
+        IM_UNUSED(tab_bar);
+        IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode);
+        ImGuiID id = docked_window->TabId;
         KeepAliveID(id);
         return id;
     }
@@ -9578,6 +9596,20 @@ ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order)
     return &tab_bar->Tabs[order];
 }
 
+// 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;
+}
+
 ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar)
 {
     if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size)
@@ -9587,12 +9619,35 @@ ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar)
 
 const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
 {
+    if (tab->Window)
+        return tab->Window->Name;
     if (tab->NameOffset == -1)
         return "N/A";
     IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size);
     return tab_bar->TabsNames.Buf.Data + tab->NameOffset;
 }
 
+// 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->TabId) == NULL);
+    IM_ASSERT(g.CurrentTabBar != tab_bar);  // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame)
+
+    if (!window->HasCloseButton)
+        tab_flags |= ImGuiTabItemFlags_NoCloseButton;       // Set _NoCloseButton immediately because it will be used for first-frame width calculation.
+
+    ImGuiTabItem new_tab;
+    new_tab.ID = window->TabId;
+    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 are 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)
 {
@@ -9882,7 +9937,7 @@ bool    ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f
         IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!");
         return false;
     }
-    IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
+    IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0);             // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
 
     bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);
     if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
@@ -9992,11 +10047,14 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
     const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;
     tab->LastFrameVisible = g.FrameCount;
     tab->Flags = flags;
+    tab->Window = docked_window;
 
     // Append name _WITH_ the zero-terminator
+    // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar)
     if (docked_window != NULL)
     {
-        IM_ASSERT(docked_window == NULL); // master branch only
+        IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode);
+        tab->NameOffset = -1;
     }
     else
     {
@@ -10021,7 +10079,7 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
         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;
 
@@ -10069,30 +10127,82 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
     }
 
     // Click to Select a tab
-    // Allow the close button to overlap
     ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap);
-    if (g.DragDropActive)
+    if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this
         button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
     bool hovered, held;
     bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
     if (pressed && !is_tab_button)
         TabBarQueueFocus(tab_bar, tab);
 
-    // Drag and drop: re-order tabs
-    if (held && !tab_appearing && IsMouseDragging(0))
+    // 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;
+
+    // Drag and drop a single floating window node moves it
+    ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL;
+    const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1);
+    if (held && single_floating_window_node && IsMouseDragging(0, 0.0f))
     {
-        if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
+        // Move
+        StartMouseMovingWindow(docked_window);
+    }
+    else if (held && !tab_appearing && IsMouseDragging(0))
+    {
+        // Drag and drop: re-order tabs
+        int drag_dir = 0;
+        float drag_distance_from_edge_x = 0.0f;
+        if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL)))
         {
             // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x
             if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)
             {
+                drag_dir = -1;
+                drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x;
                 TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
             }
             else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
             {
+                drag_dir = +1;
+                drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x;
                 TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
             }
         }
+
+        // Extract a Dockable window out of it's tab bar
+        const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking);
+        if (can_undock)
+        {
+            // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar
+            bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id);
+            if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift)
+            {
+                float threshold_base = g.FontSize;
+                float threshold_x = (threshold_base * 2.2f);
+                float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f);
+                //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG]
+
+                float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y);
+                if (distance_from_edge_y >= threshold_y)
+                    undocking_tab = true;
+                if (drag_distance_from_edge_x > threshold_x)
+                    if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1))
+                        undocking_tab = true;
+            }
+
+            if (undocking_tab)
+            {
+                // Undock
+                // FIXME: refactor to share more code with e.g. StartMouseMovingWindow
+                DockContextQueueUndockWindow(&g, docked_window);
+                g.MovingWindow = docked_window;
+                SetActiveID(g.MovingWindow->MoveId, g.MovingWindow);
+                g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min;
+                g.ActiveIdNoClearOnFocusLoss = true;
+                SetActiveIdUsingAllKeyboardKeys();
+            }
+        }
     }
 
 #if 0
@@ -10128,7 +10238,7 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
         flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
 
     // Render tab label, process close button
-    const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;
+    const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0;
     bool just_closed;
     bool text_clipped;
     TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
@@ -10138,6 +10248,11 @@ bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
         TabBarCloseTab(tab_bar, tab);
     }
 
+    // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent)
+    // That state is copied to window->DockTabItemStatusFlags by our caller.
+    if (docked_window && (hovered || g.HoveredId == close_button_id))
+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
+
     // Restore main window position so user can draw there
     if (want_clip_rect)
         PopClipRect();
@@ -10172,6 +10287,16 @@ void    ImGui::SetTabItemClosed(const char* label)
         if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
             tab->WantClose = true; // Will be processed by next call to TabBarLayout()
     }
+    else if (ImGuiWindow* window = FindWindowByName(label))
+    {
+        if (window->DockIsActive)
+            if (ImGuiDockNode* node = window->DockNode)
+            {
+                ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window);
+                TabBarRemoveTab(node->TabBar, tab_id);
+                window->DockTabWantClose = true;
+            }
+    }
 }
 
 ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker)
@@ -10186,10 +10311,9 @@ ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsave
     return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);
 }
 
-ImVec2 ImGui::TabItemCalcSize(ImGuiWindow*)
+ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window)
 {
-    IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch.
-    return ImVec2(0.0f, 0.0f);
+    return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument));
 }
 
 void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)
diff --git a/src/Camera.h b/src/Camera.h
index 362b8ae0a42fa47c0823f177951d1bf7a62a1eac..8c968032c78a9952462ae2ae20861cb162b0bd87 100644
--- a/src/Camera.h
+++ b/src/Camera.h
@@ -27,6 +27,7 @@ public:
     mat4 getProjectionMatrix() const;
     bool shouldDisplayBorder() const { return displayBorder; }
     void toggleDisplayBorder() { displayBorder = !displayBorder; }
+    void setAspectRatio(float aspect) { aspectRatio = aspect; }
 };
 
 void initCamera(Camera& camera);
diff --git a/src/GUI_fluid_sim.cpp b/src/GUI_fluid_sim.cpp
index bf43aa57cbc1009fd53170a87e2d1ea11e62d31d..22b212b5bbbf247a9184ce7d0a3a96753c94fe3b 100644
--- a/src/GUI_fluid_sim.cpp
+++ b/src/GUI_fluid_sim.cpp
@@ -1,5 +1,4 @@
 // GUI_fluid_sim.cpp
-
 #include <vector>
 #include <cstdio>
 #include <cstdlib>
@@ -48,6 +47,12 @@ GLuint pointRadiusLoc;
 GLuint pointScaleLoc;
 GLuint uColorLoc;
 
+GLuint fbo;
+GLuint fboTexture;
+GLuint depthRBO; // Depth renderbuffer if needed
+int fbWidth = 800;  // Adjust as needed, or dynamically update on window resize
+int fbHeight = 600;
+
 Camera* cameraPtr = nullptr;
 
 void printFrameStats() {
@@ -88,27 +93,30 @@ void renderFluid() {
 }
 
 void display() {
-    
-    glUseProgram(shaderProgram);
+    // Bind FBO
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+    glViewport(0, 0, fbWidth, fbHeight); // Set viewport to FBO size
+
+    // Set clear color before clearing
+    glClearColor(0.9f, 0.9f, 0.9f, 1.0f); // Adjust as needed
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-    glDisable(GL_BLEND);
-    glEnable(GL_BLEND);
+    glUseProgram(shaderProgram);
     glDepthMask(GL_TRUE);
 
     auto currentTime = std::chrono::high_resolution_clock::now();
     deltaTime = std::chrono::duration<float>(currentTime - previousTime).count();
     previousTime = currentTime;
 
-    if (deltaTime > 0.1f)
-        deltaTime = 0.1f;
-    if (deltaTime < 0.0001f)
-        deltaTime = 0.0001f;
+    // Clamp deltaTime to prevent large jumps
+    if (deltaTime > 0.1f) deltaTime = 0.1f;
+    if (deltaTime < 0.0001f) deltaTime = 0.0001f;
 
-    for (int i = 0; i < 4; ++i) {
+    // Update particles multiple times for stability
+    for (int i = 0; i < 4; ++i) { // Adjust iterations as needed
         updateParticles(deltaTime);
     }
 
-    glUseProgram(shaderProgram);
+    // Update shader uniforms with the new camera matrices
     mat4 projectionMatrix = cameraPtr->getProjectionMatrix();
     glUniformMatrix4fv(projectionMatrixLoc, 1, GL_TRUE, projectionMatrix.m);
 
@@ -121,17 +129,15 @@ void display() {
 
     renderFluid();
 
-    glDepthMask(GL_TRUE);
-    glDisable(GL_BLEND);
+    // Unbind FBO to return to default framebuffer
+    glBindFramebuffer(GL_FRAMEBUFFER, 0);
 
-    printFrameStats();
+    // Restore viewport to window size
+    int winWidth, winHeight;
+    glfwGetFramebufferSize(glfwGetCurrentContext(), &winWidth, &winHeight);
+    glViewport(0, 0, winWidth, winHeight);
 
-    /*
-    GLenum err = glGetError();
-    if (err != GL_NO_ERROR) {
-        printf("OpenGL error: 0x%X\n", err);
-    }
-    */
+    printFrameStats();
 }
 
 void initializeBoundaryVBO(const std::vector<float3>& h_boundary_positions) {
@@ -197,6 +203,65 @@ void initShaderUniforms() {
     glUniformMatrix4fv(modelMatrixLoc, 1, GL_TRUE, modelMatrix.m);
 }
 
+// Function to initialize the FBO
+void initFBO(int width, int height, GLuint &fbo, GLuint &fboTexture, GLuint &depthRBO) {
+    glGenFramebuffers(1, &fbo);
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+    // Create texture to render into
+    glGenTextures(1, &fboTexture);
+    glBindTexture(GL_TEXTURE_2D, fboTexture);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    // Optional: set texture wrapping
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);  
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTexture, 0);
+
+    // Create a depth renderbuffer
+    glGenRenderbuffers(1, &depthRBO);
+    glBindRenderbuffer(GL_RENDERBUFFER, depthRBO);
+    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
+    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRBO);
+
+    // Check framebuffer completeness
+    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+    if (status != GL_FRAMEBUFFER_COMPLETE) {
+        fprintf(stderr, "FBO not complete: 0x%X\n", status);
+        // Handle error appropriately (e.g., exit or throw exception)
+    }
+
+    glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind FBO
+}
+
+// Function to resize the FBO
+void resizeFBO(int newWidth, int newHeight, GLuint &fbo, GLuint &fboTexture, GLuint &depthRBO) {
+    if (newWidth <= 0 || newHeight <= 0)
+        return;
+
+    // Bind FBO
+    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+    // Resize texture
+    glBindTexture(GL_TEXTURE_2D, fboTexture);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, newWidth, newHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+    // Resize renderbuffer
+    glBindRenderbuffer(GL_RENDERBUFFER, depthRBO);
+    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, newWidth, newHeight);
+
+    // Check framebuffer completeness
+    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+    if (status != GL_FRAMEBUFFER_COMPLETE) {
+        fprintf(stderr, "FBO not complete after resize: 0x%X\n", status);
+        // Handle error appropriately
+    }
+
+    glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind FBO
+}
+
 void init() {
     initializeConstants();
 
@@ -235,6 +300,7 @@ void init() {
     glEnable(GL_DEPTH_TEST);
     glDisable(GL_CULL_FACE);
 
+    initFBO(fbWidth, fbHeight, fbo, fboTexture, depthRBO);
 }
 
 void cleanup() {
@@ -295,7 +361,8 @@ int main(int argc, char** argv) {
     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 
-    GLFWwindow* window = glfwCreateWindow(800, 600, "CUDA-OpenGL Particle Simulation with ImGui", NULL, NULL);
+    // Create GLFW window
+    GLFWwindow* window = glfwCreateWindow(1280, 720, "Simulation with ImGui Docking & FBO", NULL, NULL);
     if (!window) {
         fprintf(stderr, "Failed to create GLFW window\n");
         glfwTerminate();
@@ -303,30 +370,39 @@ int main(int argc, char** argv) {
     }
 
     glfwMakeContextCurrent(window);
-    glViewport(0, 0, 800, 600);
     glfwSwapInterval(1); // Enable V-sync
 
-    init(); // Initialize CUDA, OpenGL, shaders, camera, particles, etc.
+    // Set initial viewport
+    int initialWidth = 1280, initialHeight = 720;
+    glViewport(0, 0, initialWidth, initialHeight);
+
+    // Initialize OpenGL, CUDA, shaders, camera, particles, etc.
+    init(); // Your existing initialization code
+
+    // Initialize FBO with initial window size (1280x720)
+    initFBO(initialWidth, initialHeight, fbo, fboTexture, depthRBO);
 
     // Setup ImGui context
     IMGUI_CHECKVERSION();
     ImGui::CreateContext();
     ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable docking
+
+    // Setup ImGui style
     ImGui::StyleColorsDark();
 
     // Setup ImGui Platform/Renderer backends
     ImGui_ImplGlfw_InitForOpenGL(window, true);
     ImGui_ImplOpenGL3_Init("#version 330");
 
-    // Set GLFW callbacks and store 'window' or 'camera' as needed
-    glfwSetWindowUserPointer(window, cameraPtr); // Store camera pointer in window user pointer
+    // Set GLFW callbacks
+    glfwSetWindowUserPointer(window, cameraPtr);
     glfwSetKeyCallback(window, GLFWKeyCallback);
     glfwSetFramebufferSizeCallback(window, GLFWFramebufferSizeCallback);
 
-    glClearColor(0.9f, 0.9f, 0.9f, 1.0f);
-
     // Main loop
     while (!glfwWindowShouldClose(window)) {
+        // Poll events
         glfwPollEvents();
 
         // Start ImGui frame
@@ -334,28 +410,70 @@ int main(int argc, char** argv) {
         ImGui_ImplGlfw_NewFrame();
         ImGui::NewFrame();
 
-        // Create your ImGui windows and widgets here
-        // For example:
+        // Create a full-screen dockspace
+        ImGui::SetNextWindowPos(ImVec2(0, 0));
+        ImGui::SetNextWindowSize(io.DisplaySize);
+        ImGuiWindowFlags dockspace_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse |
+                                           ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove |
+                                           ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
+        
+        ImGui::Begin("MainDockSpaceWindow", NULL, dockspace_flags);
+        ImGuiID dockspace_id = ImGui::GetID("MainDockSpace");
+        ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_None);
+        ImGui::End();
+
+        // Controls window
         ImGui::Begin("Controls");
-        ImGui::Text("Hello from ImGui!");
+        ImGui::Text("Control Panel");
+        // Add your control widgets here (sliders, buttons, etc.)
         ImGui::End();
 
-        // Render your scene
-        display();
+        // Simulation window
+        ImGui::Begin("Simulation");
+
+        // Get available size in Simulation window
+        ImVec2 availableSize = ImGui::GetContentRegionAvail();
+        int desiredWidth = static_cast<int>(availableSize.x);
+        int desiredHeight = static_cast<int>(availableSize.y);
+
+        // Resize FBO if the Simulation window size has changed
+        if (desiredWidth > 0 && desiredHeight > 0 && (desiredWidth != fbWidth || desiredHeight != fbHeight)) {
+            resizeFBO(desiredWidth, desiredHeight, fbo, fboTexture, depthRBO);
+            fbWidth = desiredWidth;
+            fbHeight = desiredHeight;
+
+            // Update camera's aspect ratio
+            float newAspect = static_cast<float>(fbWidth) / static_cast<float>(fbHeight);
+            cameraPtr->setAspectRatio(newAspect);
+        }
 
-        // Render ImGui on top
+        // Render to FBO
+        display(); // Your existing display() function renders to the current FBO
+
+        // Display the FBO texture, filling the entire window
+        ImGui::Image((ImTextureID)(uintptr_t)fboTexture, availableSize, ImVec2(0, 1), ImVec2(1, 0)); // Flip Y-axis
+        ImGui::End();
+
+        // Render ImGui
         ImGui::Render();
         ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
 
+        // Swap buffers
         glfwSwapBuffers(window);
     }
 
-    // Cleanup ImGui
+    // Cleanup ImGui and OpenGL resources
     ImGui_ImplOpenGL3_Shutdown();
     ImGui_ImplGlfw_Shutdown();
     ImGui::DestroyContext();
 
+    // Cleanup your own resources
     cleanup();
+    glDeleteFramebuffers(1, &fbo);
+    glDeleteTextures(1, &fboTexture);
+    glDeleteRenderbuffers(1, &depthRBO);
+
+    // Terminate GLFW
     glfwDestroyWindow(window);
     glfwTerminate();
     return 0;