/** * 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 GetSnapshotRequest : public GameSparksRequest { public: AWS_GAMESPARKS_API GetSnapshotRequest(); // 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 "GetSnapshot"; } 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 GetSnapshotRequest& WithGameName(const Aws::String& value) { SetGameName(value); return *this;} /** *

The name of the game.

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

The name of the game.

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

The list of game configuration sections to be described.

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

The list of game configuration sections to be described.

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

The list of game configuration sections to be described.

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

The list of game configuration sections to be described.

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

The list of game configuration sections to be described.

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

The list of game configuration sections to be described.

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

The list of game configuration sections to be described.

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

The list of game configuration sections to be described.

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

The list of game configuration sections to be described.

*/ inline GetSnapshotRequest& AddSections(const char* value) { m_sectionsHasBeenSet = true; m_sections.push_back(value); return *this; } /** *

The identifier of the snapshot.

*/ inline const Aws::String& GetSnapshotId() const{ return m_snapshotId; } /** *

The identifier of the snapshot.

*/ inline bool SnapshotIdHasBeenSet() const { return m_snapshotIdHasBeenSet; } /** *

The identifier of the snapshot.

*/ inline void SetSnapshotId(const Aws::String& value) { m_snapshotIdHasBeenSet = true; m_snapshotId = value; } /** *

The identifier of the snapshot.

*/ inline void SetSnapshotId(Aws::String&& value) { m_snapshotIdHasBeenSet = true; m_snapshotId = std::move(value); } /** *

The identifier of the snapshot.

*/ inline void SetSnapshotId(const char* value) { m_snapshotIdHasBeenSet = true; m_snapshotId.assign(value); } /** *

The identifier of the snapshot.

*/ inline GetSnapshotRequest& WithSnapshotId(const Aws::String& value) { SetSnapshotId(value); return *this;} /** *

The identifier of the snapshot.

*/ inline GetSnapshotRequest& WithSnapshotId(Aws::String&& value) { SetSnapshotId(std::move(value)); return *this;} /** *

The identifier of the snapshot.

*/ inline GetSnapshotRequest& WithSnapshotId(const char* value) { SetSnapshotId(value); return *this;} private: Aws::String m_gameName; bool m_gameNameHasBeenSet = false; Aws::Vector m_sections; bool m_sectionsHasBeenSet = false; Aws::String m_snapshotId; bool m_snapshotIdHasBeenSet = false; }; } // namespace Model } // namespace GameSparks } // namespace Aws