return(new POINTI(point.X, point.Y));
Direction.Up => new Point(point.X, point.Y - 1),
Direction.Down => new Point(point.X, point.Y + 1),
HitTestPoint(point.X, point.Y, out isTrailingHit, out isInside, out HitTestMetrics hitTestMetrics);
Direction.U => new Point(point.X, point.Y + 1),
=> tileOf(point.X, point.Y);
set => SetTile(point.X, point.Y, value);
public static Vector2 ToVector2(this in System.Drawing.Point point) => new Vector2(point.X, point.Y);
Sub(point.X, P1.X)
x: Math.Clamp(point.X, rect.Left, rect.Right),