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I'm trying to make a rather simple GUI to handle changing certain player attributes. To do this I extended screen, created a basic graphic along with a editBox and save button. However I can't figure out how to scale the elements properly so they correctly show up according to GUI Scale. I've tried looking for how the game and other mods handle it, but couldn't find a way that worked. I've gotten the background to stay at a constant point, but trying to apply that logic to anything else doesn't seem to be successful. Tried using pose. Scale and translate, but that renders my buttons inoperable. Any recommendations on how I should handle scaling the background/buttons scaling so it follows the GUI scaling would be much appreciated.

Below is my current code, it's the most stable version so far

public ConfigMenu(Component pTitle) {
        super(pTitle);
    }
    //this should initialize most things, gets ercalled on screen change.
    @Override
    protected void init() {
        super.init();
        Window curWindow= Minecraft.getInstance().getWindow();
        leftBackX=(int)(this.width/4*(1/curWindow.getGuiScale()));
        leftBackY=(int)(this.height/7*(1/curWindow.getGuiScale()));

        //make emR
        editbox1=new EditBox(Minecraft.getInstance().font, leftBackX+(width/60),leftBackY+(height/40),130,30,
                Component.literal("Beep boop").withStyle(ChatFormatting.GREEN));
        saveButton= new Button(leftBackX+(int)(width/2.5),(int)(leftBackY+(height/1.5)),60,20,
                Component.literal("Save").withStyle(ChatFormatting.WHITE),button ->{
            onClose();
        });
        // Add widgets and precomputed values
        //addRenderableOnly too
        this.addRenderableWidget(editbox1);
        this.addRenderableWidget(saveButton);
    }
 @Override
    public void render(PoseStack pose, int mouseX, int mouseY, float partialTick) {
        //DELETE THIS YOUR DOING THIS SO THE VALUES RELOAD IN DEBUG
        //this.init();
        // Background is typically rendered first
        this.renderBackground(pose);
        //this.renderDirtBackground(1);
        // Render things here before widgets (background textures)
        this.background(pose);
        // Then the widgets if this is a direct child of the Screen

        super.render(pose, mouseX, mouseY, partialTick);
//        pose.popPose();
        // Render things after widgets (tooltips)

    }

    public void background(PoseStack pose)
    {
        RenderSystem.setShaderTexture(0, OVERSTUFFED_BACKGROUND);
            //System.out.println(""+curWindow.getGuiScale());
        this.blit(pose,leftBackX,leftBackY,0,0,0,
                (int)(width/4),(int)(height*0.5),(int)(width/4),(int)(height*0.5));


    }

Gui Scale 1 Image

Gui Scale 2 Image

if this is a simple fix I'm terribly sorry, I'm new to this and have wasted at least 3-4 hours testing ways to render it and looking at forum posts.

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