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

The name of the game.

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

The name of the game.

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

Properties of the generator to use for the job.

*/ inline const Generator& GetGenerator() const{ return m_generator; } /** *

Properties of the generator to use for the job.

*/ inline bool GeneratorHasBeenSet() const { return m_generatorHasBeenSet; } /** *

Properties of the generator to use for the job.

*/ inline void SetGenerator(const Generator& value) { m_generatorHasBeenSet = true; m_generator = value; } /** *

Properties of the generator to use for the job.

*/ inline void SetGenerator(Generator&& value) { m_generatorHasBeenSet = true; m_generator = std::move(value); } /** *

Properties of the generator to use for the job.

*/ inline StartGeneratedCodeJobRequest& WithGenerator(const Generator& value) { SetGenerator(value); return *this;} /** *

Properties of the generator to use for the job.

*/ inline StartGeneratedCodeJobRequest& WithGenerator(Generator&& value) { SetGenerator(std::move(value)); return *this;} /** *

The identifier of the snapshot for which to generate code.

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

The identifier of the snapshot for which to generate code.

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

The identifier of the snapshot for which to generate code.

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

The identifier of the snapshot for which to generate code.

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

The identifier of the snapshot for which to generate code.

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

The identifier of the snapshot for which to generate code.

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

The identifier of the snapshot for which to generate code.

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

The identifier of the snapshot for which to generate code.

*/ inline StartGeneratedCodeJobRequest& WithSnapshotId(const char* value) { SetSnapshotId(value); return *this;} private: Aws::String m_gameName; bool m_gameNameHasBeenSet = false; Generator m_generator; bool m_generatorHasBeenSet = false; Aws::String m_snapshotId; bool m_snapshotIdHasBeenSet = false; }; } // namespace Model } // namespace GameSparks } // namespace Aws