You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: lib.rs
    path of file: ./repos/rustgym/mnist/src
    
    the code of the file until where you have to start completion: #[macro_use]
use objc::*;

use gilrs::ev::filter::{Filter, Repeat};
use gilrs::GilrsBuilder;
use metaldnn::*;
use rustgym_mnist_data::*;
use std::ffi::c_void;
use winit::{
    dpi::LogicalSize,
    event::{ElementState, Event, TouchPhase, WindowEvent},
    event_loop::{ControlFlow, EventLoop},
    window::{Window, WindowBuilder},
};

#[cfg(target_os = "macos")]
use winit::platform::macos::WindowExtMacOS;

#[cfg(target_os = "ios")]
use winit::platform::ios::WindowBuilderExtIOS;
#[cfg(target_os = "ios")]
use winit::platform::ios::WindowExtIOS;

#[cfg(target_os = "macos")]
fn get_view(window: &Window) -> id {
    window.ns_view() as id
}

#[cfg(target_os = "ios")]
fn get_view(window: &Window) -> id {
    window.ui_view() as id
}

struct GameState {
    pub index: usize,
}

#[no_mangle]
pub fn mainloop() {
    let mnist_data = load_mnist_data().unwrap();
    let MnistData {
        train_images,
        test_images,
        train_labels,
        test_labels,
    } = mnist_data;

    let mut gilrs = match GilrsBuilder::new().set_update_state(false).build() {
        Ok(g) => g,
        Err(gilrs::Error::NotImplemented(g)) => {
            eprintln!("Current platform is not supported");

            g
        }
        Err(e) => {
            eprintln!("Failed to create gilrs context: {}", e);
            std::process::exit(-1);
        }
    };

    let mut game_state = GameState { index: 0 };

    let repeat_filter = Repeat::new();

    let event_loop = EventLoop::new();
    let window = init_window(&event_loop, 1024, 768);
    let device = metaldnn_device_init() as id;
    let layer = metaldnn_layer_init(get_view(&window), device);
    let library = metaldnn_library_init(device);
    let vertex_buffer = metaldnn_vertex_buffer_init(device);
    let viewport_buffer = metaldnn_viewport_buffer_init(device);
    let texture = metaldnn_texture_init(device, 28, 28, true);
    metaldnn_texture_update(
        texture,
        28,
        28,
        train_images[game_state.index].as_ptr() as *const c_void,
        1,
    );
    let pipeline = metaldnn_pipeline_init(device, library);
    let command_queue = metaldnn_command_queue_init(device);

    event_loop.run(move |event, _, control_flow| {
        *control_flow = ControlFlow::Poll;

        match event {
            Event::WindowEvent { event, .. } => {
                handle_window_event(event, control_fl
    
pub fn mainloop() {
    let mnist_data = load_mnist_data().unwrap();
    let MnistData {
        train_images,
        test_images,
        train_labels,
        test_labels,
    } = mnist_data;

    let mut gilrs = match GilrsBuilder::new().set_update_state(false).build() {
        Ok(g) => g,
        Err(gilrs::Error::NotImplemented(g)) => {
            eprintln!("Current platform is not supported");

            g
        }
        Err(e) => {
            eprintln!("Failed to create gilrs context: {}", e);
            std::process::exit(-1);
        }
    };

    let mut game_state = GameState { index: 0 };

    let repeat_filter = Repeat::new();

    let event_loop = EventLoop::new();
    let window = init_window(&event_loop, 1024, 768);
    let device = metaldnn_device_init() as id;
    let layer = metaldnn_layer_init(get_view(&window), device);
    let library = metaldnn_library_init(device);
    let vertex_buffer = metaldnn_vertex_buffer_init(device);
    let viewport_buffer = metaldnn_viewport_buffer_init(device);
    let texture = metaldnn_texture_init(device, 28, 28, true);
    metaldnn_texture_update(
        texture,
        28,
        28,
        train_images[game_state.index].as_ptr() as *const c_void,
        1,
    );
    let pipeline = metaldnn_pipeline_init(device, library);
    let command_queue = metaldnn_command_queue_init(device);

    event_loop.run(move |event, _, control_flow| {
        *control_flow = ControlFlow::Poll;

        match event {
            Event::WindowEvent { event, .. } => {
                handle_window_event(event, control_flow, &mut game_state);
            }
            Event::MainEventsCleared => {
                window.request_redraw();
            }
            Event::RedrawRequested(_) => {
                while let Some(ev) = gilrs.next_event().filter_ev(&repeat_filter, &mut gilrs) {
                    let gilrs::Event { event, .. } = ev;
                    gilrs.update(&ev);
                    println!("{:?}", event);
                }
                metaldnn_texture_update(
                    texture,
                    28,
                    28,
                    train_images[game_state.index].as_ptr() as *const c_void,
                    1,
                );
                metaldnn_redraw(
                    layer,
                    pipeline,
                    command_queue,
                    vertex_buffer,
                    viewport_buffer,
                    texture,
                );
            }
            _ => {}
        }
    });
}