7#include <aws/gamelift/GameLift_EXPORTS.h>
8#include <aws/gamelift/GameLiftRequest.h>
9#include <aws/gamelift/model/BuildStatus.h>
10#include <aws/core/utils/memory/stl/AWSString.h>
61 inline int GetLimit()
const {
return m_limit; }
63 inline void SetLimit(
int value) { m_limitHasBeenSet =
true; m_limit = value; }
75 template<
typename NextTokenT = Aws::String>
76 void SetNextToken(NextTokenT&& value) { m_nextTokenHasBeenSet =
true; m_nextToken = std::forward<NextTokenT>(value); }
77 template<
typename NextTokenT = Aws::String>
83 bool m_statusHasBeenSet =
false;
86 bool m_limitHasBeenSet =
false;
89 bool m_nextTokenHasBeenSet =
false;
ListBuildsRequest & WithLimit(int value)
BuildStatus GetStatus() const
const Aws::String & GetNextToken() const
void SetStatus(BuildStatus value)
ListBuildsRequest & WithStatus(BuildStatus value)
virtual const char * GetServiceRequestName() const override
ListBuildsRequest & WithNextToken(NextTokenT &&value)
bool LimitHasBeenSet() const
void SetNextToken(NextTokenT &&value)
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
bool StatusHasBeenSet() const
AWS_GAMELIFT_API ListBuildsRequest()=default
bool NextTokenHasBeenSet() const
AWS_GAMELIFT_API Aws::String SerializePayload() const override
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String