I have been doing some research into passing in parameters to handle what capabilities are available. Firstly I think I might of found a bug. If I call Windows.Devices.Input.KeyboardCapabilities(); within program.cs it says keyboard not available which is correct if I call this within Game1 its says it is. That aside I need to pass through the details into my constructor which I know there has been a lot of work done and I need something like new Action<yyy, xxx>(aaa,bbb) are there any examples of this?
Ok if you hit enough random keys you will find a solution here is the fix I found
static void Main()
{
KeyboardCapabilities keyb = new Windows.Devices.Input.KeyboardCapabilities();
ApplicationView.PreferredLaunchWindowingMode = ApplicationViewWindowingMode.FullScreen;
var factory = new MonoGame.Framework.GameFrameworkViewSource<Game1>(new Action<Game1, IActivatedEventArgs>(TestPass));
Windows.ApplicationModel.Core.CoreApplication.Run(factory);
}
private static void TestPass(Game1 arg1, IActivatedEventArgs arg2)
{
}