diff -r 8433c87c0f51 -r 78ce93fb46e5 src/window.c --- 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;