/** * 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 Http { class URI; } //namespace Http namespace GameSparks { namespace Model { /** */ class GetGameConfigurationRequest : public GameSparksRequest { public: AWS_GAMESPARKS_API GetGameConfigurationRequest(); // 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 "GetGameConfiguration"; } AWS_GAMESPARKS_API Aws::String SerializePayload() const override; AWS_GAMESPARKS_API void AddQueryStringParameters(Aws::Http::URI& uri) const override; /** *

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

The name of the game.

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

The name of the game.

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

The list of sections to return.

*/ inline const Aws::Vector& GetSections() const{ return m_sections; } /** *

The list of sections to return.

*/ inline bool SectionsHasBeenSet() const { return m_sectionsHasBeenSet; } /** *

The list of sections to return.

*/ inline void SetSections(const Aws::Vector& value) { m_sectionsHasBeenSet = true; m_sections = value; } /** *

The list of sections to return.

*/ inline void SetSections(Aws::Vector&& value) { m_sectionsHasBeenSet = true; m_sections = std::move(value); } /** *

The list of sections to return.

*/ inline GetGameConfigurationRequest& WithSections(const Aws::Vector& value) { SetSections(value); return *this;} /** *

The list of sections to return.

*/ inline GetGameConfigurationRequest& WithSections(Aws::Vector&& value) { SetSections(std::move(value)); return *this;} /** *

The list of sections to return.

*/ inline GetGameConfigurationRequest& AddSections(const Aws::String& value) { m_sectionsHasBeenSet = true; m_sections.push_back(value); return *this; } /** *

The list of sections to return.

*/ inline GetGameConfigurationRequest& AddSections(Aws::String&& value) { m_sectionsHasBeenSet = true; m_sections.push_back(std::move(value)); return *this; } /** *

The list of sections to return.

*/ inline GetGameConfigurationRequest& AddSections(const char* value) { m_sectionsHasBeenSet = true; m_sections.push_back(value); return *this; } private: Aws::String m_gameName; bool m_gameNameHasBeenSet = false; Aws::Vector m_sections; bool m_sectionsHasBeenSet = false; }; } // namespace Model } // namespace GameSparks } // namespace Aws