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C++ Backend Charts Demo App

 #include <QApplication>
 #include <FelgoApplication>

 #include <QQmlApplicationEngine>

 // uncomment this line to add the Live Client Module and use live reloading with your custom C++ code
 //#include <FelgoLiveClient>

 #include <QQmlContext>
 // include cpp data model
 #include "src/cppdatamodel.h"

 // file reader to load different video shaders
 #include "src/filereader.h"

 int main(int argc, char *argv[])
   QApplication app(argc, argv);
   FelgoApplication felgo;

   // Use platform-specific fonts instead of Felgo's default font

   QQmlApplicationEngine engine;

   // Set an optional license key from project file
   // This does not work if using Felgo Live, only for Felgo Cloud Builds and local builds

   // use this during development
   // for PUBLISHING, use the entry point below

   // use this instead of the above call to avoid deployment of the qml files and compile them into the binary with qt's resource system qrc
   // this is the preferred deployment option for publishing games to the app stores, because then your qml files and js files are protected
   // to avoid deployment of your qml files and images, also comment the DEPLOYMENTFOLDERS command in the .pro file
   // also see the .pro file for more details
   // felgo.setMainQmlFileName(QStringLiteral("qrc:/qml/Main.qml"));

   // set context property for cpp file reader (for loading shaders effects)
   FileReader fileReader;
   engine.rootContext()->setContextProperty("fileReader", &fileReader);

   // set context property for cpp data model
   CppDataModel dataModel;
   engine.rootContext()->setContextProperty("cppDataModel", &dataModel);


   // to start your project as Live Client, comment (remove) the lines "felgo.setMainQmlFileName ..." & "engine.load ...",
   // and uncomment the line below
   //FelgoLiveClient client (&engine);
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