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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/core/utils/memory/stl/AWSMap.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Values for use in player attribute key-value pairs. This object lets you
* specify an attribute value using any of the valid data types: string, number,
* string array, or data map. Each <code>AttributeValue</code> object can use only
* one of the available properties.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AttributeValue">AWS
* API Reference</a></p>
*/
class AttributeValue
{
public:
AWS_GAMELIFT_API AttributeValue();
AWS_GAMELIFT_API AttributeValue(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API AttributeValue& operator=(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
///@{
/**
* <p>For single string values. Maximum string length is 100 characters.</p>
*/
inline const Aws::String& GetS() const{ return m_s; }
inline bool SHasBeenSet() const { return m_sHasBeenSet; }
inline void SetS(const Aws::String& value) { m_sHasBeenSet = true; m_s = value; }
inline void SetS(Aws::String&& value) { m_sHasBeenSet = true; m_s = std::move(value); }
inline void SetS(const char* value) { m_sHasBeenSet = true; m_s.assign(value); }
inline AttributeValue& WithS(const Aws::String& value) { SetS(value); return *this;}
inline AttributeValue& WithS(Aws::String&& value) { SetS(std::move(value)); return *this;}
inline AttributeValue& WithS(const char* value) { SetS(value); return *this;}
///@}
///@{
/**
* <p>For number values, expressed as double.</p>
*/
inline double GetN() const{ return m_n; }
inline bool NHasBeenSet() const { return m_nHasBeenSet; }
inline void SetN(double value) { m_nHasBeenSet = true; m_n = value; }
inline AttributeValue& WithN(double value) { SetN(value); return *this;}
///@}
///@{
/**
* <p>For a list of up to 100 strings. Maximum length for each string is 100
* characters. Duplicate values are not recognized; all occurrences of the repeated
* value after the first of a repeated value are ignored.</p>
*/
inline const Aws::Vector<Aws::String>& GetSL() const{ return m_sL; }
inline bool SLHasBeenSet() const { return m_sLHasBeenSet; }
inline void SetSL(const Aws::Vector<Aws::String>& value) { m_sLHasBeenSet = true; m_sL = value; }
inline void SetSL(Aws::Vector<Aws::String>&& value) { m_sLHasBeenSet = true; m_sL = std::move(value); }
inline AttributeValue& WithSL(const Aws::Vector<Aws::String>& value) { SetSL(value); return *this;}
inline AttributeValue& WithSL(Aws::Vector<Aws::String>&& value) { SetSL(std::move(value)); return *this;}
inline AttributeValue& AddSL(const Aws::String& value) { m_sLHasBeenSet = true; m_sL.push_back(value); return *this; }
inline AttributeValue& AddSL(Aws::String&& value) { m_sLHasBeenSet = true; m_sL.push_back(std::move(value)); return *this; }
inline AttributeValue& AddSL(const char* value) { m_sLHasBeenSet = true; m_sL.push_back(value); return *this; }
///@}
///@{
/**
* <p>For a map of up to 10 data type:value pairs. Maximum length for each string
* value is 100 characters. </p>
*/
inline const Aws::Map<Aws::String, double>& GetSDM() const{ return m_sDM; }
inline bool SDMHasBeenSet() const { return m_sDMHasBeenSet; }
inline void SetSDM(const Aws::Map<Aws::String, double>& value) { m_sDMHasBeenSet = true; m_sDM = value; }
inline void SetSDM(Aws::Map<Aws::String, double>&& value) { m_sDMHasBeenSet = true; m_sDM = std::move(value); }
inline AttributeValue& WithSDM(const Aws::Map<Aws::String, double>& value) { SetSDM(value); return *this;}
inline AttributeValue& WithSDM(Aws::Map<Aws::String, double>&& value) { SetSDM(std::move(value)); return *this;}
inline AttributeValue& AddSDM(const Aws::String& key, double value) { m_sDMHasBeenSet = true; m_sDM.emplace(key, value); return *this; }
inline AttributeValue& AddSDM(Aws::String&& key, double value) { m_sDMHasBeenSet = true; m_sDM.emplace(std::move(key), value); return *this; }
inline AttributeValue& AddSDM(const char* key, double value) { m_sDMHasBeenSet = true; m_sDM.emplace(key, value); return *this; }
///@}
private:
Aws::String m_s;
bool m_sHasBeenSet = false;
double m_n;
bool m_nHasBeenSet = false;
Aws::Vector<Aws::String> m_sL;
bool m_sLHasBeenSet = false;
Aws::Map<Aws::String, double> m_sDM;
bool m_sDMHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws