draw2dimg/ftgc.go
func (gc *GraphicContext) FillStroke(paths ...*draw2d.Path) {
	paths = append(paths, gc.Current.Path)
	gc.fillRasterizer.UseNonZeroWinding = gc.Current.FillRule == draw2d.FillRuleWinding
	gc.strokeRasterizer.UseNonZeroWinding = true

	flattener := draw2dbase.Transformer{Tr: gc.Current.Tr, Flattener: FtLineBuilder{Adder: gc.fillRasterizer}}

	stroker := draw2dbase.NewLineStroker(gc.Current.Cap, gc.Current.Join, draw2dbase.Transformer{Tr: gc.Current.Tr, Flattener: FtLineBuilder{Adder: gc.strokeRasterizer}})
	stroker.HalfLineWidth = gc.Current.LineWidth / 2

	var liner draw2dbase.Flattener
	if gc.Current.Dash != nil && len(gc.Current.Dash) > 0 {
		liner = draw2dbase.NewDashConverter(gc.Current.Dash, gc.Current.DashOffset, stroker)
	} else {
		liner = stroker
	}

	demux := draw2dbase.DemuxFlattener{Flatteners: []draw2dbase.Flattener{flattener, liner}}
	for _, p := range paths {
		draw2dbase.Flatten(p, demux, gc.Current.Tr.GetScale())
	}

	// Fill
	gc.paint(gc.fillRasterizer, gc.Current.FillColor)
	// Stroke
	gc.paint(gc.strokeRasterizer, gc.Current.StrokeColor)
}
func (gc *GraphicContext) FillStroke(paths ...*draw2d.Path) {
	paths = append(paths, gc.Current.Path)
	gc.fillRasterizer.UseNonZeroWinding = gc.Current.FillRule == draw2d.FillRuleWinding
	gc.strokeRasterizer.UseNonZeroWinding = true

	flattener := draw2dbase.Transformer{Tr: gc.Current.Tr, Flattener: FtLineBuilder{Adder: gc.fillRasterizer}}

	stroker := draw2dbase.NewLineStroker(gc.Current.Cap, gc.Current.Join, draw2dbase.Transformer{Tr: gc.Current.Tr, Flattener: FtLineBuilder{Adder: gc.strokeRasterizer}})
	stroker.HalfLineWidth = gc.Current.LineWidth / 2

	var liner draw2dbase.Flattener
	if gc.Current.Dash != nil && len(gc.Current.Dash) > 0 {
		liner = draw2dbase.NewDashConverter(gc.Current.Dash, gc.Current.DashOffset, stroker)
	} else {
		liner = stroker
	}

	demux := draw2dbase.DemuxFlattener{Flatteners: []draw2dbase.Flattener{flattener, liner}}
	for _, p := range paths {
		draw2dbase.Flatten(p, demux, gc.Current.Tr.GetScale())
	}

	// Fill
	gc.paint(gc.fillRasterizer, gc.Current.FillColor)
	// Stroke
	gc.paint(gc.strokeRasterizer, gc.Current.StrokeColor)
}
// FillStroke first fills the paths and than strokes them