**
> Fix for UWP 3.8DevBranch template
**
You need to have:
using System;
...
using Windows.ApplicationModel;
using Windows.ApplicationModel.Activation;
...
using Windows.UI.ViewManagement;
using Windows.UI.Xaml;
using Windows.UI.Xaml.Controls;
...
using Windows.UI.Xaml.Navigation;
In your App.xaml.cs
And then just at the start of everything:
/// <summary>
/// Provides application-specific behavior to supplement the default Application class.
/// </summary>
sealed partial class App : Application
{
static string deviceFamily;
Add that field static string deviceFamily;
And add:
//API check to ensure the "RequiresPointerMode" property exists, ensuring project is running on build 14393 or later
if (Windows.Foundation.Metadata.ApiInformation.IsPropertyPresent("Windows.UI.Xaml.Application", "RequiresPointerMode"))
{
//If running on the Xbox, disable the default on screen pointer
if (IsXbox())
{
Application.Current.RequiresPointerMode = ApplicationRequiresPointerMode.WhenRequested;
}
}
Before the closing bracket of public App()
And then add:
/// <summary>
/// Detection code in Windows 10 to identify the platform it is being run on
/// This function returns true if the project is running on an XboxOne
/// </summary>
public static bool IsXbox()
{
if (deviceFamily == null)
deviceFamily = Windows.System.Profile.AnalyticsInfo.VersionInfo.DeviceFamily;
return deviceFamily == "Windows.Xbox";
}
Immediately after public App()
And then the top of OnLaunched() should look like this:
/// <summary>
/// Invoked when the application is launched normally by the end user. Other entry points
/// will be used such as when the application is launched to open a specific file.
/// </summary>
/// <param name="e">Details about the launch request and process.</param>
protected override void OnLaunched(LaunchActivatedEventArgs e)
{
// By default we want to fill the entire core window.
ApplicationView.GetForCurrentView().SetDesiredBoundsMode(ApplicationViewBoundsMode.UseCoreWindow);
#if DEBUG
if (System.Diagnostics.Debugger.IsAttached)
{
this.DebugSettings.EnableFrameRateCounter = true;
}
#endif
...
}
Just after that #endif ' you should see 'Frame rootFrame = Window.Current.Content as Frame;...
.
An additional thing to add:
Add this to public Game1()
_graphics.IsFullScreen = true;
And viola, thatās the full screen template fixed.
Now I think itās @harry-cpp I should ping to fix this?
Also the XAML pages simply show:
xmlns:local="using:UwpGame">
All the time, this is App.xaml
And the same in GamePage.xaml, it does not appear to cause any issues and I can manually correct it but, um it might fail validation and cause page change issues? I think I noticed this work half the time that it would state the project name, so something is broken somewhere, wish I knew how to fix it but right now, VS hookups are not my scene.
EDIT
Also to note, max 17763 and min 14393 target platforms are required.