# import sys module
import pygame
import sys
# pygame.init() will initialize all
# imported module
pygame.init()
clock = pygame.time.Clock()
# it will display on screen
screen = pygame.display.set_mode([600, 500])
# basic font for user typed
base_font = pygame.font.Font(None, 32)
user_text = ''
# create rectangle
input_rect = pygame.Rect(200, 200, 140, 32)
# color_active stores color(lightskyblue3) which
# gets active when input box is clicked by user
color_active = pygame.Color('lightskyblue3')
# color_passive store color(chartreuse4) which is
# color of input box.
color_passive = pygame.Color('chartreuse4')
color = color_passive
active = False
while True:
for event in pygame.event.get():
# if user types QUIT then the screen will close
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if input_rect.collidepoint(event.pos):
active = True
else:
active = False
if event.type == pygame.KEYDOWN:
# Check for backspace
if event.key == pygame.K_BACKSPACE:
# get text input from 0 to -1 i.e. end.
user_text = user_text[:-1]
# Unicode standard is used for string
# formation
else:
user_text += event.unicode
# it will set background color of screen
screen.fill((255, 255, 255))
if active:
color = color_active
else:
color = color_passive
# draw rectangle and argument passed which should
# be on screen
pygame.draw.rect(screen, color, input_rect)
text_surface = base_font.render(user_text, True, (255, 255, 255))
# render at position stated in arguments
screen.blit(text_surface, (input_rect.x+5, input_rect.y+5))
# set width of textfield so that text cannot get
# outside of user's text input
input_rect.w = max(100, text_surface.get_width()+10)
# display.flip() will update only a portion of the
# screen to updated, not full area
pygame.display.flip()
# clock.tick(60) means that for every second at most
# 60 frames should be passed.
clock.tick(60)