text: #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>
  
  
  int main(int argc, char *argv[])
  {
      QApplication app(argc, argv);
      FelgoApplication felgo;
  
      // Use platform-specific fonts instead of Felgo's default font
      felgo.setPreservePlatformFonts(true);
  
      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/Main.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/Main.qml"));
  
      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);
  
      return app.exec();
  }
  