/** * 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 Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameSparks { namespace Model { /** *

The summary of the properties of a game.

See Also:

AWS * API Reference

*/ class GameSummary { public: AWS_GAMESPARKS_API GameSummary(); AWS_GAMESPARKS_API GameSummary(Aws::Utils::Json::JsonView jsonValue); AWS_GAMESPARKS_API GameSummary& operator=(Aws::Utils::Json::JsonView jsonValue); AWS_GAMESPARKS_API Aws::Utils::Json::JsonValue Jsonize() const; /** *

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

The description of the game.

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

The description of the game.

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

The name of the game.

*/ inline const Aws::String& GetName() const{ return m_name; } /** *

The name of the game.

*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *

The name of the game.

*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *

The name of the game.

*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *

The name of the game.

*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *

The name of the game.

*/ inline GameSummary& WithName(const Aws::String& value) { SetName(value); return *this;} /** *

The name of the game.

*/ inline GameSummary& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *

The name of the game.

*/ inline GameSummary& WithName(const char* value) { SetName(value); return *this;} /** *

The state of the game.

*/ inline const GameState& GetState() const{ return m_state; } /** *

The state of the game.

*/ inline bool StateHasBeenSet() const { return m_stateHasBeenSet; } /** *

The state of the game.

*/ inline void SetState(const GameState& value) { m_stateHasBeenSet = true; m_state = value; } /** *

The state of the game.

*/ inline void SetState(GameState&& value) { m_stateHasBeenSet = true; m_state = std::move(value); } /** *

The state of the game.

*/ inline GameSummary& WithState(const GameState& value) { SetState(value); return *this;} /** *

The state of the game.

*/ inline GameSummary& WithState(GameState&& value) { SetState(std::move(value)); return *this;} /** *

The tags associated with the game.

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

The tags associated with the game.

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

The tags associated with the game.

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

The tags associated with the game.

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

The tags associated with the game.

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

The tags associated with the game.

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

The tags associated with the game.

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

The tags associated with the game.

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

The tags associated with the game.

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

The tags associated with the game.

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

The tags associated with the game.

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

The tags associated with the game.

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

The tags associated with the game.

*/ inline GameSummary& AddTags(const char* key, const char* value) { m_tagsHasBeenSet = true; m_tags.emplace(key, value); return *this; } private: Aws::String m_description; bool m_descriptionHasBeenSet = false; Aws::String m_name; bool m_nameHasBeenSet = false; GameState m_state; bool m_stateHasBeenSet = false; Aws::Map m_tags; bool m_tagsHasBeenSet = false; }; } // namespace Model } // namespace GameSparks } // namespace Aws