Previously, hitting an enemy did not print any text because the `_aim`
variable had a placeholder default value. This commit sets the default `_aim` to
"chest," ensuring that hit feedback is always displayed.
- Fix issue with "New" option after game over screen
Fix issue, where clicking the new option after the game over screen
causes the scene window to be not visible until scummvm is
restarted.
Fix by resetting game related variables in engine class
when the new option is clicked.
- Fix issue with "Revert" option
Fix issue, where using "Revert" when the previous save is in the
current scene, causes the current scene to not redraw. The objects
in the scene do not have correct ownership. They are both in the
scene objects and in player inventory.
Fix by forcing redraw and clearing scene objects and characters
during loading the previous save.
This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
Revise/Simplify old optional text rendering
Set things up a bit for selected text rendering
Add MacTextWindow::clearText and MacTextWindow::setSelection
Add MacTextWindow::appendText variant that accepts a MacFont