static public void update(GameTime gameTime)
        {
            //     GUICursorPos = ResolutionUtility.mousePos / 1 - (new Vector2(0, 32)) * 1;
            //     cursorPos = ResolutionUtility.mousePos/1 -(new Vector2(0,32)+new Vector2(SceneUtility.xAxis,SceneUtility.yAxis))*1;

            trueCursorPos = new Vector2(CursorUtility.cursorShape.shapeHitBox[0].Location.X, CursorUtility.cursorShape.shapeHitBox[0].Location.Y + CursorUtility.cursorShape.shapeHitBox[0].Height);
            GUICursorPos  = ResolutionUtility.AdjustMousePosition(Game1.graphics, Mouse.GetState().Position.ToVector2());
            cursorPos     = ResolutionUtility.AdjustMousePosition(Game1.graphics, Mouse.GetState().Position.ToVector2()) - (new Vector2(0, 32) + new Vector2(SceneUtility.xAxis, SceneUtility.yAxis)) * 1;

            //This is for Editor ViewPort stuff
            trueCursorPos -= SceneUtility.EditorTransformTranslation;
            trueCursorPos /= SceneUtility.EditorTransformScale;

            cursorShape.position = ResolutionUtility.AdjustMousePosition(Game1.graphics, Mouse.GetState().Position.ToVector2()) - (new Vector2(0, 64)) - new Vector2(SceneUtility.xAxis, SceneUtility.yAxis);

            cursorShape.Update(gameTime);
        }