Change the handle on which Monogame will draw

I’m using WPF to host a monogame window.
The goal is to create an engine and have some WPF windows to do different jobs, like slice textures, level design, animation, etc.

I tried to create more than one Game(), but I had trouble with some Monogame internal error when I instantiate a second Game().
Then I tried to create one Game() and share it with the active WPF window, but I didn’t find a way to change the game handle at runtime.

Does anyone has a solution?
Is there a different approach to do this?

I don’t think you should use the game class.
I’ve done this on WinForms, use the GraphicsDevice directly.

See here: