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: sdl2_01_basic.rs
    path of file: ./repos/imgui-rs/imgui-sdl2-support/examples
    
    the code of the file until where you have to start completion: use glow::HasContext;
use imgui::Context;
use imgui_glow_renderer::AutoRenderer;
use imgui_sdl2_support::SdlPlatform;
use sdl2::{
    event::Event,
    video::{GLProfile, Window},
};

// Create a new glow context.
fn glow_context(window: &Window) -> glow::Context {
    unsafe {
        glow::Context::from_loader_function(|s| window.subsystem().gl_get_proc_address(s) as _)
    }
}

fn main() {
    /* initialize SDL and its video subsystem */
    let sdl = sdl2::init().unwrap();
    let video_subsystem = sdl.video().unwrap();

    /* hint SDL to initialize an OpenGL 3.3 core profile context */
    let gl_attr = video_subsystem.gl_attr();

    gl_attr.set_context_version(3, 3);
    gl_attr.set_context_profile(GLProfile::Core);

    /* create a new window, be sure to call opengl method on the builder when using glow! */
    let window = video_subsystem
        .window("Hello imgui-rs!", 1280, 720)
        .allow_highdpi()
        .opengl()
        .position_centered()
        .resizable()
        .build()
        .unwrap();

    /* create a new OpenGL context and make it current */
    let gl_context = window.gl_create_context().unwrap();
    window.gl_make_current(&gl_context).unwrap();

    /* enable vsync to cap frame
    
fn main() {
    /* initialize SDL and its video subsystem */
    let sdl = sdl2::init().unwrap();
    let video_subsystem = sdl.video().unwrap();

    /* hint SDL to initialize an OpenGL 3.3 core profile context */
    let gl_attr = video_subsystem.gl_attr();

    gl_attr.set_context_version(3, 3);
    gl_attr.set_context_profile(GLProfile::Core);

    /* create a new window, be sure to call opengl method on the builder when using glow! */
    let window = video_subsystem
        .window("Hello imgui-rs!", 1280, 720)
        .allow_highdpi()
        .opengl()
        .position_centered()
        .resizable()
        .build()
        .unwrap();

    /* create a new OpenGL context and make it current */
    let gl_context = window.gl_create_context().unwrap();
    window.gl_make_current(&gl_context).unwrap();

    /* enable vsync to cap framerate */
    window.subsystem().gl_set_swap_interval(1).unwrap();

    /* create new glow and imgui contexts */
    let gl = glow_context(&window);

    /* create context */
    let mut imgui = Context::create();

    /* disable creation of files on disc */
    imgui.set_ini_filename(None);
    imgui.set_log_filename(None);

    /* setup platform and renderer, and fonts to imgui */
    imgui
        .fonts()
        .add_font(&[imgui::FontSource::DefaultFontData { config: None }]);

    /* create platform and renderer */
    let mut platform = SdlPlatform::init(&mut imgui);
    let mut renderer = AutoRenderer::initialize(gl, &mut imgui).unwrap();

    /* start main loop */
    let mut event_pump = sdl.event_pump().unwrap();

    'main: loop {
        for event in event_pump.poll_iter() {
            /* pass all events to imgui platfrom */
            platform.handle_event(&mut imgui, &event);

            if let Event::Quit { .. } = event {
                break 'main;
            }
        }

        /* call prepare_frame before calling imgui.new_frame() */
        platform.prepare_frame(&mut imgui, &window, &event_pump);

        let ui = imgui.new_frame();
        /* create imgui UI here */
        ui.show_demo_window(&mut true);

        /* render */
        let draw_data = imgui.render();

        unsafe { renderer.gl_context().clear(glow::COLOR_BUFFER_BIT) };
        renderer.render(draw_data).unwrap();

        window.gl_swap_window();
    }
}