src/window.c

changeset 92
78ce93fb46e5
parent 75
0ce353485509
--- a/src/window.c	Tue Apr 22 19:36:27 2025 +0200
+++ b/src/window.c	Wed Apr 23 23:43:45 2025 +0200
@@ -45,17 +45,16 @@
 
 void asc_window_initialize(unsigned int index, AscWindowSettings const *settings) {
     if (index >= ASC_MAX_WINDOWS) {
-        asc_error("Maximum number of windows exceeded.");
+        asc_error("Maximum number of windows exceeded (%u/%u).", index, ASC_MAX_WINDOWS);
         return;
     }
     AscWindow *window = &asc_context.windows[index];
     if (window->id > 0) {
-        asc_error("Cannot create window - slot already occupied.");
-        asc_dprintf("Tried to create window with index %u twice", index);
+        asc_error("Cannot create window - slot %u already occupied.", index);
         return;
     }
     if (window->ui != NULL) {
-        asc_dprintf("Window with index %u has a dangling UI pointer", index);
+        asc_wprintf("Window with index %u has a dangling UI pointer", index);
         asc_scene_node_free(window->ui);
     }
 
@@ -71,7 +70,7 @@
             flags
     );
     if (window->window == NULL) {
-        asc_error(SDL_GetError());
+        asc_error("Creating Window failed: %s", SDL_GetError());
         return;
     }
 
@@ -87,7 +86,7 @@
         asc_dprintf("Window %u initialized", window->id);
         asc_context.active_window = index;
     } else {
-        asc_dprintf("Creating GL context failed for window %u", window->id);
+        asc_error("Creating GL context failed for window %u", window->id);
         // cleanup on error
         SDL_DestroyWindow(window->window);
         window->window = NULL;

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