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>
65 inline void SetLimit(
int value) { m_limitHasBeenSet =
true; m_limit = value; }
79 inline void SetNextToken(
const char* value) { m_nextTokenHasBeenSet =
true; m_nextToken.assign(value); }
87 bool m_statusHasBeenSet =
false;
90 bool m_limitHasBeenSet =
false;
93 bool m_nextTokenHasBeenSet =
false;
ListBuildsRequest & WithNextToken(const char *value)
ListBuildsRequest & WithLimit(int value)
void SetNextToken(const Aws::String &value)
ListBuildsRequest & WithNextToken(const Aws::String &value)
const Aws::String & GetNextToken() const
ListBuildsRequest & WithNextToken(Aws::String &&value)
AWS_GAMELIFT_API ListBuildsRequest()
void SetNextToken(Aws::String &&value)
virtual const char * GetServiceRequestName() const override
bool LimitHasBeenSet() const
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override
bool StatusHasBeenSet() const
void SetStatus(const BuildStatus &value)
void SetNextToken(const char *value)
const BuildStatus & GetStatus() const
ListBuildsRequest & WithStatus(const BuildStatus &value)
void SetStatus(BuildStatus &&value)
ListBuildsRequest & WithStatus(BuildStatus &&value)
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