AWS SDK for C++

AWS SDK for C++ Version 1.11.606

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StartFleetActionsRequest.h
1
6#pragma once
7#include <aws/gamelift/GameLift_EXPORTS.h>
8#include <aws/gamelift/GameLiftRequest.h>
9#include <aws/core/utils/memory/stl/AWSString.h>
10#include <aws/core/utils/memory/stl/AWSVector.h>
11#include <aws/gamelift/model/FleetAction.h>
12#include <utility>
13
14namespace Aws
15{
16namespace GameLift
17{
18namespace Model
19{
20
24 {
25 public:
26 AWS_GAMELIFT_API StartFleetActionsRequest() = default;
27
28 // Service request name is the Operation name which will send this request out,
29 // each operation should has unique request name, so that we can get operation's name from this request.
30 // Note: this is not true for response, multiple operations may have the same response name,
31 // so we can not get operation's name from response.
32 inline virtual const char* GetServiceRequestName() const override { return "StartFleetActions"; }
33
34 AWS_GAMELIFT_API Aws::String SerializePayload() const override;
35
37
38
40
44 inline const Aws::String& GetFleetId() const { return m_fleetId; }
45 inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
46 template<typename FleetIdT = Aws::String>
47 void SetFleetId(FleetIdT&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::forward<FleetIdT>(value); }
48 template<typename FleetIdT = Aws::String>
49 StartFleetActionsRequest& WithFleetId(FleetIdT&& value) { SetFleetId(std::forward<FleetIdT>(value)); return *this;}
51
53
56 inline const Aws::Vector<FleetAction>& GetActions() const { return m_actions; }
57 inline bool ActionsHasBeenSet() const { return m_actionsHasBeenSet; }
58 template<typename ActionsT = Aws::Vector<FleetAction>>
59 void SetActions(ActionsT&& value) { m_actionsHasBeenSet = true; m_actions = std::forward<ActionsT>(value); }
60 template<typename ActionsT = Aws::Vector<FleetAction>>
61 StartFleetActionsRequest& WithActions(ActionsT&& value) { SetActions(std::forward<ActionsT>(value)); return *this;}
62 inline StartFleetActionsRequest& AddActions(FleetAction value) { m_actionsHasBeenSet = true; m_actions.push_back(value); return *this; }
64
66
70 inline const Aws::String& GetLocation() const { return m_location; }
71 inline bool LocationHasBeenSet() const { return m_locationHasBeenSet; }
72 template<typename LocationT = Aws::String>
73 void SetLocation(LocationT&& value) { m_locationHasBeenSet = true; m_location = std::forward<LocationT>(value); }
74 template<typename LocationT = Aws::String>
75 StartFleetActionsRequest& WithLocation(LocationT&& value) { SetLocation(std::forward<LocationT>(value)); return *this;}
77 private:
78
79 Aws::String m_fleetId;
80 bool m_fleetIdHasBeenSet = false;
81
83 bool m_actionsHasBeenSet = false;
84
85 Aws::String m_location;
86 bool m_locationHasBeenSet = false;
87 };
88
89} // namespace Model
90} // namespace GameLift
91} // namespace Aws
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
const Aws::Vector< FleetAction > & GetActions() const
AWS_GAMELIFT_API StartFleetActionsRequest()=default
StartFleetActionsRequest & WithLocation(LocationT &&value)
AWS_GAMELIFT_API Aws::String SerializePayload() const override
virtual const char * GetServiceRequestName() const override
StartFleetActionsRequest & AddActions(FleetAction value)
StartFleetActionsRequest & WithFleetId(FleetIdT &&value)
StartFleetActionsRequest & WithActions(ActionsT &&value)
Aws::Map< Aws::String, Aws::String > HeaderValueCollection
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String
std::vector< T, Aws::Allocator< T > > Vector