Added a build target to the project that enables touch input for testing.
Added better touch scaling code from the dinomage branch.
Fixed level picker so it uses its own LevelData instead of trying to hijack myscreen.
Removed unnecessary level loading when scrolling through the level picker.  Changed load_campaign() so it unmounts the mounted campaign instead of accepting it as an argument.
Increased menu button height (important for touch screens, still looks good for PC).  Added separator line between menu entries.
Made level editor level loading use the level picker.  Fixed minimap (resize) problems when loading a new level.
Made level editor's campaign loading use the campaign picker.
A couple of small editor/picker fixes.
Added delete button to level picker (for editor).
Added button to level editor's campaign picker to delete campaigns.
Added additional prompt for deleting a campaign.
Made level editor panning controls less leaky and added diagonals.
Added ID entry to campaign and level pickers.  Made level editor Save As menu items use the pickers.
Made level editor tile selector only scroll in touch mode when a touch is in the tile selector area.
Commented out level editor's Share, Import, and Edit Icon buttons to wait until they are implemented.
Added eye dropper tool (Pick) to level editor's terrain and object modes.
Made level editor Pick tool's active status more apparent with a cycling orange colored button.
Made text block input quit on pressing return for touch input, just so it doesn't get you stuck there.  This is a temporary thing.  It really needs a specific soft keyboard layout.
Factored event-specific handling out of handle_events() so they can be used selectively in the future for the level editor.
Got level editor ready for using more granular event handling.