Not sure if it will fix your problems, but in my code I'm adding all mouse- 
and touch-event-handlers to the WebGL canvas, and the keyboard events to 
the target window context.

https://github.com/floooh/sokol/blob/703b92078b152938f57fe3c02a1bcd73031159de/sokol_app.h#L2405-L2420

...and then only forward specific keys to the browser (to avoid things like 
arrow-up/down keys scrolling the webpage):

https://github.com/floooh/sokol/blob/703b92078b152938f57fe3c02a1bcd73031159de/sokol_app.h#L2127-L2190

...it took a bit of trial and error to figure that all out though.

Cheers,
-Floh.

On Monday, 27 May 2019 21:12:26 UTC+2, J Decker wrote:
>
> I have this C app, which shows a application window in an opengl context 
> on a canvas.
> I have support for whether a mouse event is used or not, and just return 
> that status out... 
> When I click on the application form in the edit box, the form of course 
> 'uses' the mouse event to set focus to itself and show the I-bar, etc... 
> but becaues this mouse event gets consumed, the canvas control doesn't 
> actually get focus, so when I type it doesn't get any key input events.  I 
> have to click in the blank area around the form where the mouse event is 
> not 'used', then I'm able to enter keys.
>
>
>

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