I think that a better approach would be to create a custom ImageView and Override the onDraw method. Something like:
public class CustomView extends ImageView {
public CustomView(Context context) {
super(context);
}
public CustomView(Context context, AttributeSet attrst) {
super(context, attrst);
}
public CustomView(Context context, AttributeSet attrs, int defStyle) {
super(context, attrs, defStyle);
}
MyBitmapFactory bitMapFac = null;
public void setBitmapFactory(MyBitmapFactory bitMapFac)
{
this.bitMapFac = bitMapFac;
}
@Override
public void onDraw(Canvas canvas) {
canvas.drawColor(Color.TRANSPARENT);
/*instantiate a bitmap and draw stuff here, it could well be another
class which you systematically update via a different thread so that you can get a fresh updated
bitmap from, that you desire to be updated onto the custom ImageView.
That will happen everytime onDraw has received a call i.e. something like:*/
Bitmap myBitmap = bitMapFac.update(); //where update returns the most up to date Bitmap
//here you set the rectangles in which you want to draw the bitmap and pass the bitmap
canvas.drawBitmap(myBitMap, new Rect(0,0,400,400), new Rect(0,0,240,135) , null);
super.onDraw(canvas);
//you need to call postInvalidate so that the system knows that it should redraw your custom ImageView
this.postInvalidate();
}
}
It would be a good idea to implement some logic that checks if there is a fresh bitmap to acquire via the update() method, so that the code inside onDraw won't execute every time and put overhead to the system.
And then use your custom view wherever you need it. The easiest way would be to declare it directly inside the activity_layout.xml as such:
<com.mycustomviews.CustomView
android:id="@+id/customView"
android:layout_centerInParent="true"
android:layout_height="135dp"
android:layout_width="240dp"
android:background="@android:color/transparent"/>
And then access is in your code like any other view by using:
customView = (CustomView) findViewById(R.id.customView);