/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include The summary of the properties of a game.See Also:
AWS
* API Reference
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::MapThe tags associated with the game.
*/ inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; } /** *The tags associated with the game.
*/ inline void SetTags(const Aws::MapThe tags associated with the game.
*/ inline void SetTags(Aws::MapThe tags associated with the game.
*/ inline GameSummary& WithTags(const Aws::MapThe tags associated with the game.
*/ inline GameSummary& WithTags(Aws::MapThe 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