/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include namespace Aws { namespace GameLift { namespace Model { /** */ class ListBuildsRequest : public GameLiftRequest { public: AWS_GAMELIFT_API ListBuildsRequest(); // Service request name is the Operation name which will send this request out, // each operation should has unique request name, so that we can get operation's name from this request. // Note: this is not true for response, multiple operations may have the same response name, // so we can not get operation's name from response. inline virtual const char* GetServiceRequestName() const override { return "ListBuilds"; } AWS_GAMELIFT_API Aws::String SerializePayload() const override; AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

Build status to filter results by. To retrieve all builds, leave this * parameter empty.

Possible build statuses include the following:

    *
  • INITIALIZED -- A new build has been defined, but no files have * been uploaded. You cannot create fleets for builds that are in this status. When * a build is successfully created, the build status is set to this value.

    *
  • READY -- The game build has been successfully uploaded. * You can now create new fleets for this build.

  • FAILED * -- The game build upload failed. You cannot create new fleets for this build. *

*/ inline const BuildStatus& GetStatus() const{ return m_status; } /** *

Build status to filter results by. To retrieve all builds, leave this * parameter empty.

Possible build statuses include the following:

    *
  • INITIALIZED -- A new build has been defined, but no files have * been uploaded. You cannot create fleets for builds that are in this status. When * a build is successfully created, the build status is set to this value.

    *
  • READY -- The game build has been successfully uploaded. * You can now create new fleets for this build.

  • FAILED * -- The game build upload failed. You cannot create new fleets for this build. *

*/ inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; } /** *

Build status to filter results by. To retrieve all builds, leave this * parameter empty.

Possible build statuses include the following:

    *
  • INITIALIZED -- A new build has been defined, but no files have * been uploaded. You cannot create fleets for builds that are in this status. When * a build is successfully created, the build status is set to this value.

    *
  • READY -- The game build has been successfully uploaded. * You can now create new fleets for this build.

  • FAILED * -- The game build upload failed. You cannot create new fleets for this build. *

*/ inline void SetStatus(const BuildStatus& value) { m_statusHasBeenSet = true; m_status = value; } /** *

Build status to filter results by. To retrieve all builds, leave this * parameter empty.

Possible build statuses include the following:

    *
  • INITIALIZED -- A new build has been defined, but no files have * been uploaded. You cannot create fleets for builds that are in this status. When * a build is successfully created, the build status is set to this value.

    *
  • READY -- The game build has been successfully uploaded. * You can now create new fleets for this build.

  • FAILED * -- The game build upload failed. You cannot create new fleets for this build. *

*/ inline void SetStatus(BuildStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); } /** *

Build status to filter results by. To retrieve all builds, leave this * parameter empty.

Possible build statuses include the following:

    *
  • INITIALIZED -- A new build has been defined, but no files have * been uploaded. You cannot create fleets for builds that are in this status. When * a build is successfully created, the build status is set to this value.

    *
  • READY -- The game build has been successfully uploaded. * You can now create new fleets for this build.

  • FAILED * -- The game build upload failed. You cannot create new fleets for this build. *

*/ inline ListBuildsRequest& WithStatus(const BuildStatus& value) { SetStatus(value); return *this;} /** *

Build status to filter results by. To retrieve all builds, leave this * parameter empty.

Possible build statuses include the following:

    *
  • INITIALIZED -- A new build has been defined, but no files have * been uploaded. You cannot create fleets for builds that are in this status. When * a build is successfully created, the build status is set to this value.

    *
  • READY -- The game build has been successfully uploaded. * You can now create new fleets for this build.

  • FAILED * -- The game build upload failed. You cannot create new fleets for this build. *

*/ inline ListBuildsRequest& WithStatus(BuildStatus&& value) { SetStatus(std::move(value)); return *this;} /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ inline int GetLimit() const{ return m_limit; } /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ inline bool LimitHasBeenSet() const { return m_limitHasBeenSet; } /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ inline void SetLimit(int value) { m_limitHasBeenSet = true; m_limit = value; } /** *

The maximum number of results to return. Use this parameter with * NextToken to get results as a set of sequential pages.

*/ inline ListBuildsRequest& WithLimit(int value) { SetLimit(value); return *this;} /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, don't specify a value.

*/ inline const Aws::String& GetNextToken() const{ return m_nextToken; } /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, don't specify a value.

*/ inline bool NextTokenHasBeenSet() const { return m_nextTokenHasBeenSet; } /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, don't specify a value.

*/ inline void SetNextToken(const Aws::String& value) { m_nextTokenHasBeenSet = true; m_nextToken = value; } /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, don't specify a value.

*/ inline void SetNextToken(Aws::String&& value) { m_nextTokenHasBeenSet = true; m_nextToken = std::move(value); } /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, don't specify a value.

*/ inline void SetNextToken(const char* value) { m_nextTokenHasBeenSet = true; m_nextToken.assign(value); } /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, don't specify a value.

*/ inline ListBuildsRequest& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;} /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, don't specify a value.

*/ inline ListBuildsRequest& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;} /** *

A token that indicates the start of the next sequential page of results. Use * the token that is returned with a previous call to this operation. To start at * the beginning of the result set, don't specify a value.

*/ inline ListBuildsRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;} private: BuildStatus m_status; bool m_statusHasBeenSet = false; int m_limit; bool m_limitHasBeenSet = false; Aws::String m_nextToken; bool m_nextTokenHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws