src/lib/touchhandler.js
function(evt) {
        evt.preventDefault();
        evt.stopPropagation();
        if (debug) { timedLog("endSecondFinger"); }
        if (evt.touches.length > 1) {
          if (debug) { timedLog("endSecondFinger - capped"); }
          return true;
        }
        if (debug) { timedLog("endSecondFinger - continued"); }
        handlers.startmark(evt);
        // If there are no fingers left on the screen,
        // we have not finished the handling
        return evt.touches.length !== 0;
      }
function(evt) {
        evt.preventDefault();
        evt.stopPropagation();
        if (debug) { timedLog("endSecondFinger"); }
        if (evt.touches.length > 1) {
          if (debug) { timedLog("endSecondFinger - capped"); }
          return true;
        }
        if (debug) { timedLog("endSecondFinger - continued"); }
        handlers.startmark(evt);
        // If there are no fingers left on the screen,
        // we have not finished the handling
        return evt.touches.length !== 0;
      }
function ( evt ) { evt . preventDefault ( ) ; evt . stopPropagation ( ) ; if ( debug ) { timedLog ( "endSecondFinger" ) ; } if ( evt . touches . length > 1 ) { if ( debug ) { timedLog ( "endSecondFinger - capped" ) ; } return true ; } if ( debug ) { timedLog ( "endSecondFinger - continued" ) ; } handlers . startmark ( evt ) ; // If there are no fingers left on the screen, // we have not finished the handling return evt . touches . length !== 0 ; }
When the second touch event ends, we might still need to
keep processing plain single touch updates.
When the second touch event ends we might still need to keep processing plain single touch updates .