So I've created an OpenGL interface control as a child of the IControl class, which uses GLFW to create a context, and then an immediate-mode GUI backend to create user interface elements.
Because I am unable to create a new window handle and latch the input function callbacks to that as GLFW typically does, I'm simply overriding the in-built input virtual functions (OnMouseDown, OnMouseUp, OnKeyDown, etc), and then passing that data to my OpenGL GUI.
I'm able to successfully pass the mouse input to the UI, but I am having problems passing the keyboard input.
I can capture the key data fine using OnKeyDown (though I cannot get Ctrl/Alt/Shift, etc), but every time I hit a key, Windows creates the "Alert" beep/noise, and I can't stop it.
How can I appropriately capture keyboard input without having Windows throw a fit?