</source>
|}
===Per-screen data===
[[Multiplayer|Split-screen multiplayer]] swaps the entire game state between each player, so each mod runs across every player. For example, with four local players the [[Modding:Modder Guide/APIs/Events#UpdateTicked|<tt>UpdateTicked</tt>]] event would be raised four times per tick. The game manages its own state automatically (e.g. <tt>Game1.activeClickableMenu</tt>), but if your mod stores info in its own fields you may need to handle those yourself.
That can be tricky, so SMAPI provides <code>PerScreen<T></code> to take care of it. A <code>PerScreen<T></code> field manages a separate value for each local screen.
For example, this mod would keep track of the last button pressed by each player:
<source lang="C#">
internal class ModEntry : Mod
{
private readonly PerScreen<SButton> LastButtonPressed = new PerScreen<SButton>();
public override void Entry(IModHelper helper)
{
helper.Events.Input.ButtonPressed += this.OnButtonPressed;
}
private void OnButtonPressed(object sender, ButtonPressedEventArgs e)
{
this.LastButtonPressed.Value = e.Button;
}
}
</source>
If you haven't set a value for the current player, <code>PerScreen<T></code> will return the default value for the type (e.g. 0 for <tt>int</tt>). You can change that by specifying your own default-value logic:
<source lang="C#">
private readonly PerScreen<SButton> LastButtonPressed = new PerScreen<SButton>(createNewState: () => SButton.None);
</source>
===Semantic versions===