old_contents: import sdl2 as sdl
  
  def _init_video():
      ''' Prepare sdl for subsystem initialization, and init sdl video. '''
      sdl.SDL_Init(0)
      sdl.SDL_InitSubSystem(sdl.SDL_INIT_VIDEO)
  
  # Init sdl video before finishing
  _init_video()
  
  WindowedMode = 1
  FullscreenMode = 2
  BorderlessMode = 3
  
  fullscreenMap = {
      WindowedMode: 0,
      FullscreenMode: sdl.SDL_WINDOW_FULLSCREEN,
      BorderlessMode: sdl.SDL_WINDOW_FULLSCREEN_DESKTOP,
  }
  
  class Window(object):
      '''
      Creates and manages window related resources.
      This should also support the creation of multiple windows, if you handle
      the events correctly.
      '''
      def __init__(self, title, width, height, fullscreen):
          # TODO - implement fullscreen mode
  
          # Convert the title to bytes
          self.title = title.encode(encoding='UTF-8')
          self.width = width
          self.height = height
          self.fullscreen = fullscreen
  
          self.xpos = sdl.SDL_WINDOWPOS_CENTERED
          self.ypos = sdl.SDL_WINDOWPOS_CENTERED
  
          self.flags = sdl.SDL_WINDOW_OPENGL | sdl.SDL_WINDOW_RESIZABLE
  
          self.flags |= fullscreenMap[self.fullscreen]
  
          self.window = sdl.SDL_CreateWindow(self.title,
              self.xpos, self.ypos, self.width, self.height, self.flags)
  
  
      def make_current(self, context):
          ''' Make the specified rendering context apply to the window '''
          if context:
              window = self.window
              self.context = context
              context.window = self
              context = context.context
  
          else:
              if self.context:
                  self.context.window = None
  
              window = None
              context = None
              self.context = None
  
          sdl.SDL_GL_MakeCurrent(window, context)
  
      def fullscreen(self, mode):
          '''Set the window fullscreen mode'''
          sdl.SDL_SetWindowFullscreen(self.window, fullscreenMaps[mode])
  
      def flip(self):
          ''' Flip the back buffer to the front. '''
          sdl.SDL_GL_SwapWindow(self.window)
  
      def destroy(self):
          ''' Destroy the window '''
          sdl.SDL_DestroyWindow(self.window)
  
  __all__ = ['WindowedMode', 'FullscreenMode', 'BorderlessMode', 'Window']
  
new_contents: import sdl2 as sdl
  
  def _init_video():
      ''' Prepare sdl for subsystem initialization, and init sdl video. '''
      sdl.SDL_Init(0)
      sdl.SDL_InitSubSystem(sdl.SDL_INIT_VIDEO)
  
  # Init sdl video before finishing
  _init_video()
  
  WindowedMode = 1
  FullscreenMode = 2
  BorderlessMode = 3
  
  fullscreenMap = {
      WindowedMode: 0,
      FullscreenMode: sdl.SDL_WINDOW_FULLSCREEN,
      BorderlessMode: sdl.SDL_WINDOW_FULLSCREEN_DESKTOP,
  }
  
  class Window(object):
      '''
      Creates and manages window related resources.
      This should also support the creation of multiple windows, if you handle
      the events correctly.
      '''
      def __init__(self, title, width, height, fullscreen):
          # TODO - implement fullscreen mode
  
          # Convert the title to bytes
          self.title = title.encode(encoding='UTF-8')
          self.width = width
          self.height = height
          self.fullscreen = fullscreen
  
          self.xpos = sdl.SDL_WINDOWPOS_CENTERED
          self.ypos = sdl.SDL_WINDOWPOS_CENTERED
  
          self.flags = sdl.SDL_WINDOW_OPENGL | sdl.SDL_WINDOW_RESIZABLE
  
          self.flags |= fullscreenMap[self.fullscreen]
  
          self.window = sdl.SDL_CreateWindow(self.title,
              self.xpos, self.ypos, self.width, self.height, self.flags)
  
  
      def make_current(self, context):
          ''' Make the specified rendering context apply to the window '''
          if context:
              window = self.window
              self.context = context
              context.window = self
              context = context.context
  
          else:
              if self.context:
                  self.context.window = None
  
              window = None
              context = None
              self.context = None
  
          sdl.SDL_GL_MakeCurrent(window, context)
  
      def fullscreen(self, mode):
          '''Set the window fullscreen mode'''
          sdl.SDL_SetWindowFullscreen(self.window, fullscreenMap[mode])
  
      def flip(self):
          ''' Flip the back buffer to the front. '''
          sdl.SDL_GL_SwapWindow(self.window)
  
      def destroy(self):
          ''' Destroy the window '''
          sdl.SDL_DestroyWindow(self.window)
  
  __all__ = ['WindowedMode', 'FullscreenMode', 'BorderlessMode', 'Window']
  
subject: Fix variable typo in window.