Q:

Why won't my Cocos2d test app fire "touchesBegan" events?

In my app delegate, I made sure I have the line:
    [glView setMultipleTouchEnabled: YES];

And I have a simple layer meant only to figure out how multi touch works. The .mm file looks like:
#import "TestLayer.h"

@implementation TestLayer
-(id) init
{
    if( (self=[super init])) {
        [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
    }
    return self;
}

-(void) draw{
     [super draw];
    glColor4f(1.0, 0.0, 0.0, 0.35);
    glLineWidth(6.0f);
    ccDrawCircle(ccp(500,500), 250,CC_DEGREES_TO_RADIANS(360), 60,YES);

}

-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    NSLog(@"got some touches");
}

-(void) ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
    NSLog(@"some touches moved.");
}

-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
    NSLog(@"a touch began");
    return FALSE;
}
@end

When I touch the screen, I always see "a touch began", but no matter how I touch it (simulator or actual device), I never see "some touches moved" or "got some touches".  
Is there something further I need to do to make multi touch work?
Specifically, I'm just trying to do basic pinch-to-zoom functionality...  I heard there is some sort of gesture recognizer for iPhone...does it work for Coco2ds?  Would it work even if I can't get simple multi touch events to fire?

A:

UIGestureRecognizers absolutely work for Cocos2D, I personally used them, you just need to add them to the correct view by using:
[[[CCDirector sharedDirector] openGLView] addGestureRecognizer:myGestureRecognizer];

Regarding your touches, I guess you enabled them for the scene you are working in?
scene.isTouchEnabled = YES;

In any case you shouldn't use the addTargetDelegate method, take a look here 

