Both of the above answers were very helpful, but I have a UIPickerView nested within a UIScrollView. I'm also doing continual rendering elsewhere on-screen while the GUI is present. The problem is that the UIPickerView doesn't update fully when: a non-selected row is tapped, the picker is moved so that two rows straddle the selection area, or a row is dragged but the finger slides outside of the UIPickerView. Then it's not until the UIScrollView is moved that the picker instantly updates. This result is ugly.
The problem's cause: my continual rendering was keeping the UIPickerView's animation from getting the CPU cycles it needed to finish, hence to show the correct, current selection. My solution --which works-- was this: in the UIPickerView's touchesEnded:withEvent:
, execute something to pause my rendering for a short while. Here's the code:
#import "SubUIPickerView.h"
@implementation SubUIPickerView
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event
{
[pickerTable touchesBegan:touches withEvent:event];
}
- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event
{
[pickerTable touchesMoved:touches withEvent:event];
}
- (void) touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event
{
[singleton set_secondsPauseRendering:0.5f]; // <-- my code to pause rendering
[pickerTable touchesEnded:touches withEvent:event];
}
- (void) touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event
{
[pickerTable touchesCancelled:touches withEvent:event];
}
- (UIView*) hitTest:(CGPoint)point withEvent:(UIEvent*)event
{
if (CGRectContainsPoint(self.bounds, point))
{
if (pickerTable == nil)
{
int nSubviews = self.subviews.count;
for (int i = 0; i < nSubviews; ++i)
{
UIView* view = (UIView*) [self.subviews objectAtIndex:i];
if ([view isKindOfClass:NSClassFromString(@"UIPickerTable")])
{
pickerTable = (UIPickerTable*) view;
break;
}
}
}
return self; // i.e., *WE* will respond to the hit and pass it to UIPickerTable, above.
}
return [super hitTest:point withEvent:event];
}
@end
and then the header, SubUIPickerView.h:
@class UIPickerTable;
@interface SubUIPickerView : UIPickerView
{
UIPickerTable* pickerTable;
}
@end
Like I said, this works. Rendering pauses for an additional 1/2 second (it already pauses when you slide the UIScrollView) allowing the UIPickerView animation to finish. Using NSClassFromString() means you're not using any undocumented APIs. Messing with the Responder chain was not necessary. Thanks to checcco and Tylerc230 for helping me come up with my own solution!