I've taken a closer look at that version now and events for "pinch", "pinchin", "pinchout" and "transform" should all be being fired.
If you don't have a minified version, you can see this at line 1217
inst.trigger('pinch', ev);
inst.trigger('pinch'+ ((ev.scale < 1) ? 'in' : 'out'), ev);
"transform" and "pinch" are the more general events. You can use the event data to determine whether or not it is in or out.
As I first suggested, you can use the "transform" event. The pinch zoom example that shipped with version 1.0.10 also used the transform event:
hammertime.on('touch drag transform', function(ev) {
switch(ev.type) {
case 'touch':
last_scale = scale;
last_rotation = rotation;
break;
case 'drag':
posX = ev.gesture.deltaX;
posY = ev.gesture.deltaY;
break;
case 'transform':
rotation = last_rotation + ev.gesture.rotation;
scale = Math.max(1, Math.min(last_scale * ev.gesture.scale, 10));
break;
}
// transform!
var transform =
"translate3d("+posX+"px,"+posY+"px, 0) " +
"scale3d("+scale+","+scale+", 0) " +
"rotate("+rotation+"deg) ";
rect.style.transform = transform;
rect.style.oTransform = transform;
rect.style.msTransform = transform;
rect.style.mozTransform = transform;
rect.style.webkitTransform = transform;
});
The firing of pinchin/out events is in a conditional for the transform_min_scale value being met. When you create your hammer elements, try setting transform_min_scale to something like -1.