Added initial representation of the touch location to the DOM.
Moved pointer display control to a method.
Make pointer display follow the pointers, and get dynamically created and destroyed.
Made the pointer display appear right away, without requiring a move.
Use a separate SVG layer for each pointer so it can be hardware accelerated, otherwise it is too slow just setting svg internal attributes
made it possible to show/hide pointer layer
moved pointer display code to PointerOverlay.js, see #111
moved radius out of the pointer instance
moved radius out of the pointer instance
use pointer.addInputListener to listen for move events, see #111
Added a cross-hairs to the pointer display
Use the z-index from Scenery.reindexLayers instead of magic number, see #111
Don't add any fields on pointer (just store them in the closure), see #111
Added Input.addPointerAddedListener, see #111
Fixed a bug in pointerAddedListener callback, see #111
Fixed formatting in pointerAddedListener callback, see #111
Lazily instantiate the Input.mouse (if ever), see #111
removed workaround for initial location of the pointer display, see #111
Merge branch 'show-pointers'