You can skip the complex Canvas manipulation and do this entirely with Drawables, using LayerDrawable. You have one of two choices: You can either define it in XML then simply set the image, or you can configure a LayerDrawable dynamically in code.

Solution #1 (via XML):

Create a new Drawable XML file, let's call it layer.xml:

<layer-list xmlns:android="http://schemas.android.com/apk/res/android">
    <item android:drawable="@drawable/t" />
    <item android:drawable="@drawable/tt" />
</layer-list>

Now set the image using that Drawable:

testimage.setImageDrawable(getResources().getDrawable(R.layout.layer));

Solution #2 (dynamic):

Resources r = getResources();
Drawable[] layers = new Drawable[2];
layers[0] = r.getDrawable(R.drawable.t);
layers[1] = r.getDrawable(R.drawable.tt);
LayerDrawable layerDrawable = new LayerDrawable(layers);
testimage.setImageDrawable(layerDrawable);

(I haven't tested this code so there may be a mistake, but this general outline should work.)