EvanAgain wrote:But from what I am understanding, activation events have to be tied to a pre-existing clone(sender).
Not true. Are you trying to use gE's built in gui activation event mechanism? If so, don't. It is bad, and is very limiting. Any actor at any time can send an activation event to any other actor by using the SendActivationEvent. So, you can have many actors send activation events to the canvas.
EvanAgain wrote:With what I am understanding there can only be 1 sender, but many recipients. I want the reverse of that, many senders and 1 recipient.
Actually, if anything, you can only have one recipient. You can send the same event to multiple different actors, making it similar to having multiple recipients. But, each sender must call the SendActivationEvent, having one function to have multiple actors send the event wouldn't make sense.
EvanAgain wrote:To do that it would seem that it would take storing and passing information through global variables. Not "too" big of a deal except that it requires the program to know and store extra information not otherwise necessary.
gE doesn't provide a way of extending individual actors so eventually you need to create some system of referencing clones. This can be done with logic, actor variables, especial actor references, or with a global structure. It looks like from what you are building, that you might benefit from creating a struct to represent information for your gui. That being said, I think one could make what you listed, without using global variables. It just the code will probably turn out pretty hard to understand. With the SendEvent function I posted, you use two global variables (variables that should only be accessed within the SendEvent and actual activation event). With them though, you can send what action the actor should take, as well as a reference to the actor that sent the event.
EvanAgain wrote:the canvas is almost "less than" useful for most things that are better suited for extra actors.
If there is something that is better suited for what you want, use it. By default canvas is less than useful for things that have something that is better suited for it. The canvas actor can be very useful, and I believe it can be used for what you want. It does seem weird that you are mixing in a bunch of different actors into it, as it seems to just make it more complex.