// and we are now handling a mouse event, we stop that to prevent conflicts\r
if( enable_detect ){\r
// update pointerevent\r
- if( Hammer.HAS_POINTEREVENTS ){ //eventType !== Hammer.EVENT_END ){\r
- console.log( 'e.pointerId = ' + e.pointerId );\r
- POINTERS[ e.identifier = e.pointerId ] = type & END ? null : e;\r
- touches = [];\r
- numTouches = -1;\r
- // we can use forEach since pointerEvents only is in IE10\r
- for( i = 0, l = POINTERS.length; i < l; ++i ){\r
- POINTERS[ i ] && ( touches[ ++numTouches ] = POINTERS[ i ] );\r
- };\r
- numTouches = touches.length;\r
- \r
- ///console.log( 'numTouches ' + numTouches );\r
- } else\r
- // touch\r
- if ( type & TOUCH ){ //sourceEventType.match(/touch/)) {\r
- touches = Hammer.DO_TOUCHES_FIX && type & END ? [] : e.touches;\r
- numTouches = touches.length;\r
- } else\r
- // mouse\r
- if( !touch_triggered ){\r
- numTouches = ( type & END ) ? 0 : 1;\r
- touches = numTouches === 0 ? [] : [{\r
- identifier : 1,\r
- pageX : e.pageX,\r
- pageY : e.pageY,\r
- target : e.target\r
- }];\r
+\r
+ POINTERS[ e.pointerId ] = type & END ? null : e;\r
+ touches = [];\r
+ numTouches = -1;\r
+ // we can use forEach since pointerEvents only is in IE10\r
+ for( i in POINTERS ){\r
+ POINTERS[ i ] && ( touches[ ++numTouches ] = POINTERS[ i ] );\r
};\r
+ ++numTouches;\r
+ ///console.log( 'numTouches ' + numTouches );\r
+\r
// if we are in a end event, but when we remove one touch and\r
// we still have enough, set eventType to move\r
if( 0 < numTouches && type & END ){ // eventType === Hammer.EVENT_END ){\r