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Qt World Summit Conference App

 #include <QApplication>
 #include <FelgoApplication>

 #include <QQmlApplicationEngine>
 #include "cpp/diskcachefactory.h"

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

 int main(int argc, char *argv[])
 {

   QApplication app(argc, argv);

   FelgoApplication felgo;

   QQmlApplicationEngine engine;
   felgo.initialize(&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
   felgo.setLicenseKey(PRODUCT_LICENSE_KEY);

   // use this during development
   // for PUBLISHING, use the entry point below
   felgo.setMainQmlFileName(QStringLiteral("qml/QtWSMain.qml"));

   // 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/QtWSMain.qml"));

   // 60MB cache for network data
   engine.setNetworkAccessManagerFactory(new DiskCacheFactory(1024 * 1024 * 60));

   engine.load(QUrl(felgo.mainQmlFileName()));

   // 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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