Tiny whitespace fix. Was indented with mix of tab and spaces.
Minimap rectangle should have cursor centered, regardless of zoom level (#1969)

When the cursor clicks on an area in the minimap, the rectangle should
indicate the displayed area, with the cursor centered inside it. To get
the cursor centered rather than in the upper left corner, we move this
corner by an offset calculated by the width and height of the rectangle.
However, up until now, this offset did not include zoom level which
means the cursor was not centered properly when zooming out.
Merge pull request #1972 from hansjoachim/whitespace

Tiny whitespace fix. Was indented with mix of tab and spaces.
Merge pull request #1973 from hansjoachim/map-center

Minimap rectangle should have cursor centered, regardless of zoom level ...
Whitespace
Minor settings relayouting

Moves some mouse-related options into the Mouse section.
Also added a few spacers to make the layout less condensed.
xml markup fix: <tag > => <tag>
Relocate sound setting section

This reduces the settings widget to two pages of content.
I am pondering whether a button on the bottom that flips sections
would help players to find that there is more than the current page.
xml markup fix: <tag/> => <tag />
Missed two <tag/>s
Some visual padding for the general settings buttons

Makes them look less squished together.
Rename variables (PEP-8) and method (grammar)
Whitespace (padding)
Fix a bug with recognizing autoscroll keys

Also checking for != 0 can be dropped here since it initializes to 0 and
never transforms into something that would evaluate as different from 0.
Fix capitalization

That is a new one.
Try to make autoscroll code more readable

Even though pylint is calling this black magic.
Consolidate if-branches

Also get rid of coding style issues and rename a variable for clarity.
Change if statement to be slightely less readable
Remove commented code

Since i used the pdb line several times myself i will keep that one.
Let Shift+F12 use the DEBUG hotkey buried for ages

Mostly chosen because it is unlikely players will ever accidentally hit
this (as opposed to hitting D, which is pretty likely).