title: Catching keyboard input while fullscreen seems not to work
body: <p>I'm making a game with Three.js, and I need to get user input. I have two handler functions;</p>
  
  <pre><code>function press(evt) 
  {
      console.log(evt);
  
      //evt = window.event;
      var code = evt.which || evt.keyCode;
  
      switch(code) 
      {
          case KEY.W: input.up = true; break;
          case KEY.A: input.left = true; break;
          case KEY.S: input.down = true; break;
          case KEY.D: input.right = true; break;
          case KEY.E: input.e = true; break;
          case KEY.Z: input.z = true; break;
          case KEY.ONE: input.one = true; break;
          case KEY.CTRL: input.ctrl = true; break;
          case KEY.P: input.plus = true; break;
          case KEY.M: input.minus = true; break;
          case KEY.SH: input.shift = true; break;
      }
  }
  
  function release(evt)
  {
      console.log(evt);
  
      //evt = window.event;
      var code = evt.which || evt.keyCode;
  
      switch(code) 
      {
          case KEY.W: input.up = false; break;
          case KEY.A: input.left = false; break;
          case KEY.S: input.down = false; break;
          case KEY.D: input.right = false; break;        
          case KEY.E: input.e = false; break;
          case KEY.Z: input.z = false; break;
          case KEY.ONE: input.one = false; break;
          case KEY.CTRL: input.ctrl = false; break;
          case KEY.P: input.plus = false; break;
          case KEY.M: input.minus = false; break;
          case KEY.SH: input.shift = false; break;
      }
  }
  </code></pre>
  
  <p>Both of which I use in other projects, and they work fine. This is how I attach the event listeners:</p>
  
  <pre><code>document.addEventListener("keydown", press, false);
  document.addEventListener("keyup", release, false);
  </code></pre>
  
  <p>This works when the site normally loads, but does not work when the site goes fullscreen!</p>
  
  <p>This is the while setup in the init(); function which gets called on body <code>onload</code> event:</p>
  
  <pre><code>        var init = function()
          {
              started = false;
              isFullscreen = false;
  
              changeFSState = function()
              {
                  if (isFullscreen == true)
                  {
                      isFullscreen = false;
  
                      game.stop(); //lol
                  }
                  else
                  {
                      isFullscreen = true;
                  }
              }
  
              container = document.getElementById("container");
              document.body.appendChild(container);
  
              document.addEventListener("keydown", press, false);
              document.addEventListener("keyup", release, false);
  
              document.addEventListener("webkitfullscreenchange", changeFSState, false);
              document.addEventListener("mozfullscreenchange", changeFSState, false);
  
              game = new Game(container);
          }
  </code></pre>
  
  <p>Once a <code>play</code> button is clicked, this happens:</p>
  
  <pre><code>    THREEx.FullScreen.request(self.container);  
      self.renderer.setSize(screen.width, screen.height);
  </code></pre>
  
  <p>Now, as I said, catching input works until I click the <code>play</code> button (a link, actually), and then the console simply stops logging the events, as if they weren't happening.</p>