anchor.diff:  
   [cols=",",]
   |===
  -|image:images/TurnTrackerTurnWindow.png[]|image:images/TurnTrackerExample.png[]|===
  +|image:images/TurnTrackerTurnWindow.png[]|image:images/TurnTrackerExample.png[]
  +|===
   
   The Turn Counter is defined as a series of nested levels, each represented by a sub-component of the Turn Counter.
   "Advancing the turn" moves the _deepest_ level forward.
   When a level wraps around, the next level above it (but under the same parent) advances forward.
   When the last, outermost, child level has wrapped around, the parent level itself advances forward.
   
  -_*Example (see screenshots above and below):* A level representing the Month may contain a level representing the Day, which in turn contains a level representing Morning/Evening.
  +_Example (see screenshots above and below):_ A level representing the Month may contain a level representing the Day, which in turn contains a level representing Morning/Evening.
   Advancing the turn moves from morning to evening, then to morning of the next day, etc.
   Configuration for this example can be seen in the various screenshots throughout this article._
   
  
positive.code: the item at which the parent level will be advanced.
  _Example:_   If a List represents sides in a game, but the order in which sides move is not always fixed.
  
  |image:images/TurnTrackerList.png[]|===
  
  [#Counter]
  ==== Counter
  
negative.code: *Turn Label Display Length:*  Set the number of pixels wide the turn display label should be, or use 0 to let it float to suit the current turn display.
  
  image:images/TurnTracker.png[]
  
  '''''
  
  === Sub-Components
  