anchor.diff:  *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
  
positive.code: 
  [cols=",",]
  |===
  |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.
  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._
  
  
negative.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
  