[cocoa-touch] What is the most robust way to force a UIView to redraw?

The money-back guaranteed, reinforced-concrete-solid way to force a view to draw synchronously (before returning to the calling code) is to configure the CALayer's interactions with your UIView subclass.

In your UIView subclass, create a displayNow() method that tells the layer to “set course for display” then to “make it so”:

Swift

/// Redraws the view's contents immediately.
/// Serves the same purpose as the display method in GLKView.
public func displayNow()
{
    let layer = self.layer
    layer.setNeedsDisplay()
    layer.displayIfNeeded()
}

Objective-C

/// Redraws the view's contents immediately.
/// Serves the same purpose as the display method in GLKView.
- (void)displayNow
{
    CALayer *layer = self.layer;
    [layer setNeedsDisplay];
    [layer displayIfNeeded];
}

Also implement a draw(_: CALayer, in: CGContext) method that'll call your private/internal drawing method (which works since every UIView is a CALayerDelegate):

Swift

/// Called by our CALayer when it wants us to draw
///     (in compliance with the CALayerDelegate protocol).
override func draw(_ layer: CALayer, in context: CGContext)
{
    UIGraphicsPushContext(context)
    internalDraw(self.bounds)
    UIGraphicsPopContext()
}

Objective-C

/// Called by our CALayer when it wants us to draw
///     (in compliance with the CALayerDelegate protocol).
- (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)context
{
    UIGraphicsPushContext(context);
    [self internalDrawWithRect:self.bounds];
    UIGraphicsPopContext();
}

And create your custom internalDraw(_: CGRect) method, along with fail-safe draw(_: CGRect):

Swift

/// Internal drawing method; naming's up to you.
func internalDraw(_ rect: CGRect)
{
    // @FILLIN: Custom drawing code goes here.
    //  (Use `UIGraphicsGetCurrentContext()` where necessary.)
}

/// For compatibility, if something besides our display method asks for draw.
override func draw(_ rect: CGRect) {
    internalDraw(rect)
}

Objective-C

/// Internal drawing method; naming's up to you.
- (void)internalDrawWithRect:(CGRect)rect
{
    // @FILLIN: Custom drawing code goes here.
    //  (Use `UIGraphicsGetCurrentContext()` where necessary.)
}

/// For compatibility, if something besides our display method asks for draw.
- (void)drawRect:(CGRect)rect {
    [self internalDrawWithRect:rect];
}

And now just call myView.displayNow() whenever you really-really need it to draw (such as from a CADisplayLink callback).  Our displayNow() method will tell the CALayer to displayIfNeeded(), which will synchronously call back into our draw(_:,in:) and do the drawing in internalDraw(_:), updating the visual with what's drawn into the context before moving on.


This approach is similar to @RobNapier's above, but has the advantage of calling displayIfNeeded() in addition to setNeedsDisplay(), which makes it synchronous.

This is possible because CALayers expose more drawing functionality than UIViews do— layers are lower-level than views and designed explicitly for the purpose of highly-configurable drawing within the layout, and (like many things in Cocoa) are designed to be used flexibly (as a parent class, or as a delegator, or as a bridge to other drawing systems, or just on their own). Proper usage of the CALayerDelegate protocol makes all this possible.

More information about the configurability of CALayers can be found in the Setting Up Layer Objects section of the Core Animation Programming Guide.