private List <Models.Game.Path> StrokesSort(List <Models.Game.Path> strokes, CENTER_DRAWING_DIRECTION op)
        {
            switch (op)
            {
            case CENTER_DRAWING_DIRECTION.INSIDE_TO_OUTSIDE:
            {
                strokes.Sort((strokeOne, strokeTwo) =>
                    {
                        return(SortPredicatCenterDirection(strokes, strokeOne, strokeTwo, CENTER_DRAWING_DIRECTION.INSIDE_TO_OUTSIDE));
                    });
                return(strokes);
            }

            case CENTER_DRAWING_DIRECTION.OUTSIDE_TO_INSIDE:
            {
                strokes.Sort((strokeOne, strokeTwo) =>
                    {
                        return(SortPredicatCenterDirection(strokes, strokeOne, strokeTwo, CENTER_DRAWING_DIRECTION.OUTSIDE_TO_INSIDE));
                    });
                return(strokes);
            }

            default: return(null);
            }
        }
        private int SortPredicatCenterDirection(List <Models.Game.Path> strokes, Models.Game.Path pathOne, Models.Game.Path pathTwo, CENTER_DRAWING_DIRECTION direction)
        {
            //find the center point of coordinates
            double totalX = 0, totalY = 0, countCoordinate = 0;

            foreach (var stroke in strokes)
            {
                foreach (var coodinate in stroke.Coordinates)
                {
                    totalX += coodinate.X;
                    totalY += coodinate.Y;
                    countCoordinate++;
                }
            }
            double centerX = totalX / countCoordinate;
            double centerY = totalY / countCoordinate;

            var    originineOne      = pathOne.Coordinates[0];
            var    originineTwo      = pathTwo.Coordinates[0];
            double distanceStrokeOne = Math.Sqrt(Math.Pow(originineOne.X - centerX, 2) + Math.Pow(originineOne.Y - centerY, 2));
            double distanceStrokeTwo = Math.Sqrt(Math.Pow(originineTwo.X - centerX, 2) + Math.Pow(originineTwo.Y - centerY, 2));

            switch (direction)
            {
            case CENTER_DRAWING_DIRECTION.INSIDE_TO_OUTSIDE:
                return(distanceStrokeOne.CompareTo(distanceStrokeTwo));

            case CENTER_DRAWING_DIRECTION.OUTSIDE_TO_INSIDE:
                return(distanceStrokeTwo.CompareTo(distanceStrokeOne));

            default: return(0);
            }
        }