+/**
+ * \brief Capture the mouse, to track input outside an SDL window.
+ *
+ * \param enabled Whether or not to enable capturing
+ *
+ * Capturing enables your app to obtain mouse events globally, instead of
+ * just within your window. Not all video targets support this function.
+ * When capturing is enabled, the current window will get all mouse events,
+ * but unlike relative mode, no change is made to the cursor and it is
+ * not restrained to your window.
+ *
+ * This function may also deny mouse input to other windows--both those in
+ * your application and others on the system--so you should use this
+ * function sparingly, and in small bursts. For example, you might want to
+ * track the mouse while the user is dragging something, until the user
+ * releases a mouse button. It is not recommended that you capture the mouse
+ * for long periods of time, such as the entire time your app is running.
+ *
+ * While captured, mouse events still report coordinates relative to the
+ * current (foreground) window, but those coordinates may be outside the
+ * bounds of the window (including negative values). Capturing is only
+ * allowed for the foreground window. If the window loses focus while
+ * capturing, the capture will be disabled automatically.
+ *
+ * While capturing is enabled, the current window will have the
+ * SDL_WINDOW_MOUSE_CAPTURE flag set.
+ *
+ * \return 0 on success, or -1 if not supported.
+ */
+extern DECLSPEC int SDLCALL SDL_CaptureMouse(SDL_bool enabled);
+