[Config] Remove unnecessary value assignment.
[SDL Entity] Move size assignments to constructor.

If we want entity sizes to change dynamically, then this change will have to be reversed.
[SDL Widgets] Reverse the deletion of local textures.
[Game Manager] Move sdl.launch from game manager to main. Comment out unused variables from game manager.
[SDL Manager] Rename 'renderTexture' to just 'texture'. Comment out broken usage of SDL_GetWindowSurface() (it doesn't work with accelerated renderers).
[SDL Entity] Add static MapView to entities so they can blot to the map on their own.
[SDL Utility] Add optional 'Color' parameter to 'createSurface()'.
[SDL Map View] Fix issue with clipping rect.
[SDL Slider] Rename incorrectly named variable (it isn't a clipping rect).
[SDL Manager] Rename 'TICK_INTERVAL' to more informative, 'frameDuration'. Implement 'getRemainingFrameTime()'.
[SDL Widget] Rename parameter from 'renderTexture' to 'windowTexture' since it's the texture for the whole window.
[SDL Map View] Implement 'clear()' and 'draw()' methods.

The idea here is that entity widgets will call 'mapView.clear()' with the old positions, update the positions, and then call 'mapView.draw()' with their surface and new position.
[Entity Manager] No longer 'show()' every widget, only show the mapView.
[SDL Entity] Remove unneeded mapRect. Make mapView public (for now). Utilize mapView.clear() and mapView.draw().
*** [SDL Manager] Remove commented code. Remove usage of property texture. Revert to widget.render(renderer) (from widget.render(texture)).

Rocking a solid 90 FPS here.