/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include namespace Aws { namespace GameSparks { namespace Model { /** */ class UpdateGameConfigurationRequest : public GameSparksRequest { public: AWS_GAMESPARKS_API UpdateGameConfigurationRequest(); // 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 "UpdateGameConfiguration"; } 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 UpdateGameConfigurationRequest& WithGameName(const Aws::String& value) { SetGameName(value); return *this;} /** *

The name of the game.

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

The name of the game.

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

The list of modifications to make.

*/ inline const Aws::Vector& GetModifications() const{ return m_modifications; } /** *

The list of modifications to make.

*/ inline bool ModificationsHasBeenSet() const { return m_modificationsHasBeenSet; } /** *

The list of modifications to make.

*/ inline void SetModifications(const Aws::Vector& value) { m_modificationsHasBeenSet = true; m_modifications = value; } /** *

The list of modifications to make.

*/ inline void SetModifications(Aws::Vector&& value) { m_modificationsHasBeenSet = true; m_modifications = std::move(value); } /** *

The list of modifications to make.

*/ inline UpdateGameConfigurationRequest& WithModifications(const Aws::Vector& value) { SetModifications(value); return *this;} /** *

The list of modifications to make.

*/ inline UpdateGameConfigurationRequest& WithModifications(Aws::Vector&& value) { SetModifications(std::move(value)); return *this;} /** *

The list of modifications to make.

*/ inline UpdateGameConfigurationRequest& AddModifications(const SectionModification& value) { m_modificationsHasBeenSet = true; m_modifications.push_back(value); return *this; } /** *

The list of modifications to make.

*/ inline UpdateGameConfigurationRequest& AddModifications(SectionModification&& value) { m_modificationsHasBeenSet = true; m_modifications.push_back(std::move(value)); return *this; } private: Aws::String m_gameName; bool m_gameNameHasBeenSet = false; Aws::Vector m_modifications; bool m_modificationsHasBeenSet = false; }; } // namespace Model } // namespace GameSparks } // namespace Aws