Window management in MoonWorks is implemented using the [SDL2](https://www.libsdl.org) library. All window management is handled through the `Window` class. A reference to this class named `MainWindow` is automatically created on startup and can be retrieved from your `Game` subclass.
`PresentMode` has two modes that allow tearing: `Immediate` and `FIFORelaxed`.
`Immediate` means that the presentation system does not wait for vertical refresh to update the screen and presents the image as soon as possible.
`FIFORelaxed` means that the presentation system *usually* waits for vertical refresh to update the screen, but if a vertical refresh period has passed since the last screen update then the presentation system does not wait for a new one.
The two modes that do not allow tearing are Mailbox and FIFO.
`Mailbox` means that the presentation system waits for vertical refresh to update the screen. A queue is used to hold presentation requests, and if the queue is full, then an existing entry is replaced in the queue. This allows for low latency while still preventing tearing. The drawback is that this presentation mode is often not supported on non-Linux systems or older hardware.
`FIFO` means that the presentation system waits for vertical refresh to update the screen, and new requests are appended to the end of a queue. This mode is required to be supported by the device and prevents screen tearing, but the latency may be slightly worse than the alternatives.
Note that if you change the screen resolution, it is *your* responsibility to manage any graphics state that may need to change as a result of this change.
MoonWorks does support your application having multiple windows. To create a new Window, you can call the Window class's constructor. To make it renderable you will need to call `ClaimWindow` from the `GraphicsDevice`, which we will get to later.