/** * 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 GameSparks { namespace Model { /** */ class CreateGameRequest : public GameSparksRequest { public: AWS_GAMESPARKS_API CreateGameRequest(); // 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 "CreateGame"; } AWS_GAMESPARKS_API Aws::String SerializePayload() const override; /** *

A client-defined token. With an active client token in the request, this * action is idempotent.

*/ inline const Aws::String& GetClientToken() const{ return m_clientToken; } /** *

A client-defined token. With an active client token in the request, this * action is idempotent.

*/ inline bool ClientTokenHasBeenSet() const { return m_clientTokenHasBeenSet; } /** *

A client-defined token. With an active client token in the request, this * action is idempotent.

*/ inline void SetClientToken(const Aws::String& value) { m_clientTokenHasBeenSet = true; m_clientToken = value; } /** *

A client-defined token. With an active client token in the request, this * action is idempotent.

*/ inline void SetClientToken(Aws::String&& value) { m_clientTokenHasBeenSet = true; m_clientToken = std::move(value); } /** *

A client-defined token. With an active client token in the request, this * action is idempotent.

*/ inline void SetClientToken(const char* value) { m_clientTokenHasBeenSet = true; m_clientToken.assign(value); } /** *

A client-defined token. With an active client token in the request, this * action is idempotent.

*/ inline CreateGameRequest& WithClientToken(const Aws::String& value) { SetClientToken(value); return *this;} /** *

A client-defined token. With an active client token in the request, this * action is idempotent.

*/ inline CreateGameRequest& WithClientToken(Aws::String&& value) { SetClientToken(std::move(value)); return *this;} /** *

A client-defined token. With an active client token in the request, this * action is idempotent.

*/ inline CreateGameRequest& WithClientToken(const char* value) { SetClientToken(value); return *this;} /** *

The description of the game.

*/ inline const Aws::String& GetDescription() const{ return m_description; } /** *

The description of the game.

*/ inline bool DescriptionHasBeenSet() const { return m_descriptionHasBeenSet; } /** *

The description of the game.

*/ inline void SetDescription(const Aws::String& value) { m_descriptionHasBeenSet = true; m_description = value; } /** *

The description of the game.

*/ inline void SetDescription(Aws::String&& value) { m_descriptionHasBeenSet = true; m_description = std::move(value); } /** *

The description of the game.

*/ inline void SetDescription(const char* value) { m_descriptionHasBeenSet = true; m_description.assign(value); } /** *

The description of the game.

*/ inline CreateGameRequest& WithDescription(const Aws::String& value) { SetDescription(value); return *this;} /** *

The description of the game.

*/ inline CreateGameRequest& WithDescription(Aws::String&& value) { SetDescription(std::move(value)); return *this;} /** *

The description of the game.

*/ inline CreateGameRequest& WithDescription(const char* value) { SetDescription(value); return *this;} /** *

The name of the game.

*/ inline const Aws::String& GetGameName() const{ return m_gameName; } /** *

The name of the game.

*/ inline bool GameNameHasBeenSet() const { return m_gameNameHasBeenSet; } /** *

The name of the game.

*/ inline void SetGameName(const Aws::String& value) { m_gameNameHasBeenSet = true; m_gameName = value; } /** *

The name of the game.

*/ inline void SetGameName(Aws::String&& value) { m_gameNameHasBeenSet = true; m_gameName = std::move(value); } /** *

The name of the game.

*/ inline void SetGameName(const char* value) { m_gameNameHasBeenSet = true; m_gameName.assign(value); } /** *

The name of the game.

*/ inline CreateGameRequest& WithGameName(const Aws::String& value) { SetGameName(value); return *this;} /** *

The name of the game.

*/ inline CreateGameRequest& WithGameName(Aws::String&& value) { SetGameName(std::move(value)); return *this;} /** *

The name of the game.

*/ inline CreateGameRequest& WithGameName(const char* value) { SetGameName(value); return *this;} /** *

The list of tags to apply to the game.

*/ inline const Aws::Map& GetTags() const{ return m_tags; } /** *

The list of tags to apply to the game.

*/ inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; } /** *

The list of tags to apply to the game.

*/ inline void SetTags(const Aws::Map& value) { m_tagsHasBeenSet = true; m_tags = value; } /** *

The list of tags to apply to the game.

*/ inline void SetTags(Aws::Map&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); } /** *

The list of tags to apply to the game.

*/ inline CreateGameRequest& WithTags(const Aws::Map& value) { SetTags(value); return *this;} /** *

The list of tags to apply to the game.

*/ inline CreateGameRequest& WithTags(Aws::Map&& value) { SetTags(std::move(value)); return *this;} /** *

The list of tags to apply to the game.

*/ inline CreateGameRequest& AddTags(const Aws::String& key, const Aws::String& value) { m_tagsHasBeenSet = true; m_tags.emplace(key, value); return *this; } /** *

The list of tags to apply to the game.

*/ inline CreateGameRequest& AddTags(Aws::String&& key, const Aws::String& value) { m_tagsHasBeenSet = true; m_tags.emplace(std::move(key), value); return *this; } /** *

The list of tags to apply to the game.

*/ inline CreateGameRequest& AddTags(const Aws::String& key, Aws::String&& value) { m_tagsHasBeenSet = true; m_tags.emplace(key, std::move(value)); return *this; } /** *

The list of tags to apply to the game.

*/ inline CreateGameRequest& AddTags(Aws::String&& key, Aws::String&& value) { m_tagsHasBeenSet = true; m_tags.emplace(std::move(key), std::move(value)); return *this; } /** *

The list of tags to apply to the game.

*/ inline CreateGameRequest& AddTags(const char* key, Aws::String&& value) { m_tagsHasBeenSet = true; m_tags.emplace(key, std::move(value)); return *this; } /** *

The list of tags to apply to the game.

*/ inline CreateGameRequest& AddTags(Aws::String&& key, const char* value) { m_tagsHasBeenSet = true; m_tags.emplace(std::move(key), value); return *this; } /** *

The list of tags to apply to the game.

*/ inline CreateGameRequest& AddTags(const char* key, const char* value) { m_tagsHasBeenSet = true; m_tags.emplace(key, value); return *this; } private: Aws::String m_clientToken; bool m_clientTokenHasBeenSet = false; Aws::String m_description; bool m_descriptionHasBeenSet = false; Aws::String m_gameName; bool m_gameNameHasBeenSet = false; Aws::Map m_tags; bool m_tagsHasBeenSet = false; }; } // namespace Model } // namespace GameSparks } // namespace Aws