/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include <aws/gamelift/GameLift_EXPORTS.h> #include <aws/core/utils/memory/stl/AWSVector.h> #include <aws/core/utils/memory/stl/AWSString.h> #include <aws/gamelift/model/GameSessionQueue.h> #include <utility> namespace Aws { template<typename RESULT_TYPE> class AmazonWebServiceResult; namespace Utils { namespace Json { class JsonValue; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { class DescribeGameSessionQueuesResult { public: AWS_GAMELIFT_API DescribeGameSessionQueuesResult(); AWS_GAMELIFT_API DescribeGameSessionQueuesResult(const Aws::AmazonWebServiceResult<Aws::Utils::Json::JsonValue>& result); AWS_GAMELIFT_API DescribeGameSessionQueuesResult& operator=(const Aws::AmazonWebServiceResult<Aws::Utils::Json::JsonValue>& result); /** * <p>A collection of objects that describe the requested game session queues.</p> */ inline const Aws::Vector<GameSessionQueue>& GetGameSessionQueues() const{ return m_gameSessionQueues; } /** * <p>A collection of objects that describe the requested game session queues.</p> */ inline void SetGameSessionQueues(const Aws::Vector<GameSessionQueue>& value) { m_gameSessionQueues = value; } /** * <p>A collection of objects that describe the requested game session queues.</p> */ inline void SetGameSessionQueues(Aws::Vector<GameSessionQueue>&& value) { m_gameSessionQueues = std::move(value); } /** * <p>A collection of objects that describe the requested game session queues.</p> */ inline DescribeGameSessionQueuesResult& WithGameSessionQueues(const Aws::Vector<GameSessionQueue>& value) { SetGameSessionQueues(value); return *this;} /** * <p>A collection of objects that describe the requested game session queues.</p> */ inline DescribeGameSessionQueuesResult& WithGameSessionQueues(Aws::Vector<GameSessionQueue>&& value) { SetGameSessionQueues(std::move(value)); return *this;} /** * <p>A collection of objects that describe the requested game session queues.</p> */ inline DescribeGameSessionQueuesResult& AddGameSessionQueues(const GameSessionQueue& value) { m_gameSessionQueues.push_back(value); return *this; } /** * <p>A collection of objects that describe the requested game session queues.</p> */ inline DescribeGameSessionQueuesResult& AddGameSessionQueues(GameSessionQueue&& value) { m_gameSessionQueues.push_back(std::move(value)); return *this; } /** * <p>A token that indicates where to resume retrieving results on the next call to * this operation. If no token is returned, these results represent the end of the * list.</p> */ inline const Aws::String& GetNextToken() const{ return m_nextToken; } /** * <p>A token that indicates where to resume retrieving results on the next call to * this operation. If no token is returned, these results represent the end of the * list.</p> */ inline void SetNextToken(const Aws::String& value) { m_nextToken = value; } /** * <p>A token that indicates where to resume retrieving results on the next call to * this operation. If no token is returned, these results represent the end of the * list.</p> */ inline void SetNextToken(Aws::String&& value) { m_nextToken = std::move(value); } /** * <p>A token that indicates where to resume retrieving results on the next call to * this operation. If no token is returned, these results represent the end of the * list.</p> */ inline void SetNextToken(const char* value) { m_nextToken.assign(value); } /** * <p>A token that indicates where to resume retrieving results on the next call to * this operation. If no token is returned, these results represent the end of the * list.</p> */ inline DescribeGameSessionQueuesResult& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;} /** * <p>A token that indicates where to resume retrieving results on the next call to * this operation. If no token is returned, these results represent the end of the * list.</p> */ inline DescribeGameSessionQueuesResult& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;} /** * <p>A token that indicates where to resume retrieving results on the next call to * this operation. If no token is returned, these results represent the end of the * list.</p> */ inline DescribeGameSessionQueuesResult& WithNextToken(const char* value) { SetNextToken(value); return *this;} inline const Aws::String& GetRequestId() const{ return m_requestId; } inline void SetRequestId(const Aws::String& value) { m_requestId = value; } inline void SetRequestId(Aws::String&& value) { m_requestId = std::move(value); } inline void SetRequestId(const char* value) { m_requestId.assign(value); } inline DescribeGameSessionQueuesResult& WithRequestId(const Aws::String& value) { SetRequestId(value); return *this;} inline DescribeGameSessionQueuesResult& WithRequestId(Aws::String&& value) { SetRequestId(std::move(value)); return *this;} inline DescribeGameSessionQueuesResult& WithRequestId(const char* value) { SetRequestId(value); return *this;} private: Aws::Vector<GameSessionQueue> m_gameSessionQueues; Aws::String m_nextToken; Aws::String m_requestId; }; } // namespace Model } // namespace GameLift } // namespace Aws