text: ﻿/**
   * 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/gamelift/GameLiftRequest.h>
  #include <aws/core/utils/memory/stl/AWSVector.h>
  #include <aws/core/utils/memory/stl/AWSString.h>
  #include <utility>
  
  namespace Aws
  {
  namespace GameLift
  {
  namespace Model
  {
  
    /**
     * <p>Represents the input for a request operation.</p><p><h3>See Also:</h3>   <a
     * href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesInput">AWS
     * API Reference</a></p>
     */
    class AWS_GAMELIFT_API DescribeGameSessionQueuesRequest : public GameLiftRequest
    {
    public:
      DescribeGameSessionQueuesRequest();
  
      // 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 "DescribeGameSessionQueues"; }
  
      Aws::String SerializePayload() const override;
  
      Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
  
  
      /**
       * <p>A list of queue names to retrieve information for. You can use either the
       * queue ID or ARN value. To request settings for all queues, leave this parameter
       * empty. </p>
       */
      inline const Aws::Vector<Aws::String>& GetNames() const{ return m_names; }
  
      /**
       * <p>A list of queue names to retrieve information for. You can use either the
       * queue ID or ARN value. To request settings for all queues, leave this parameter
       * empty. </p>
       */
      inline bool NamesHasBeenSet() const { return m_namesHasBeenSet; }
  
      /**
       * <p>A list of queue names to retrieve information for. You can use either the
       * queue ID or ARN value. To request settings for all queues, leave this parameter
       * empty. </p>
       */
      inline void SetNames(const Aws::Vector<Aws::String>& value) { m_namesHasBeenSet = true; m_names = value; }
  
      /**
       * <p>A list of queue names to retrieve information for. You can use either the
       * queue ID or ARN value. To request settings for all queues, leave this parameter
       * empty. </p>
       */
      inline void SetNames(Aws::Vector<Aws::String>&& value) { m_namesHasBeenSet = true; m_names = std::move(value); }
  
      /**
       * <p>A list of queue names to retrieve information for. You can use either the
       * queue ID or ARN value. To request settings for all queues, leave this parameter
       * empty. </p>
       */
      inline DescribeGameSessionQueuesRequest& WithNames(const Aws::Vector<Aws::String>& value) { SetNames(value); return *this;}
  
      /**
       * <p>A list of queue names to retrieve information for. You can use either the
       * queue ID or ARN value. To request settings for all queues, leave this parameter
       * empty. </p>
       */
      inline DescribeGameSessionQueuesRequest& WithNames(Aws::Vector<Aws::String>&& value) { SetNames(std::move(value)); return *this;}
  
      /**
       * <p>A list of queue names to retrieve information for. You can use either the
       * queue ID or ARN value. To request settings for all queues, leave this parameter
       * empty. </p>
       */
      inline DescribeGameSessionQueuesRequest& AddNames(const Aws::String& value) { m_namesHasBeenSet = true; m_names.push_back(value); return *this; }
  
      /**
       * <p>A list of queue names to retrieve information for. You can use either the
       * queue ID or ARN value. To request settings for all queues, leave this parameter
       * empty. </p>
       */
      inline DescribeGameSessionQueuesRequest& AddNames(Aws::String&& value) { m_namesHasBeenSet = true; m_names.push_back(std::move(value)); return *this; }
  
      /**
       * <p>A list of queue names to retrieve information for. You can use either the
       * queue ID or ARN value. To request settings for all queues, leave this parameter
       * empty. </p>
       */
      inline DescribeGameSessionQueuesRequest& AddNames(const char* value) { m_namesHasBeenSet = true; m_names.push_back(value); return *this; }
  
  
      /**
       * <p>The maximum number of results to return. Use this parameter with
       * <code>NextToken</code> to get results as a set of sequential pages. You can
       * request up to 50 results.</p>
       */
      inline int GetLimit() const{ return m_limit; }
  
      /**
       * <p>The maximum number of results to return. Use this parameter with
       * <code>NextToken</code> to get results as a set of sequential pages. You can
       * request up to 50 results.</p>
       */
      inline bool LimitHasBeenSet() const { return m_limitHasBeenSet; }
  
      /**
       * <p>The maximum number of results to return. Use this parameter with
       * <code>NextToken</code> to get results as a set of sequential pages. You can
       * request up to 50 results.</p>
       */
      inline void SetLimit(int value) { m_limitHasBeenSet = true; m_limit = value; }
  
      /**
       * <p>The maximum number of results to return. Use this parameter with
       * <code>NextToken</code> to get results as a set of sequential pages. You can
       * request up to 50 results.</p>
       */
      inline DescribeGameSessionQueuesRequest& WithLimit(int value) { SetLimit(value); return *this;}
  
  
      /**
       * <p>A token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this operation. To start at
       * the beginning of the result set, do not specify a value.</p>
       */
      inline const Aws::String& GetNextToken() const{ return m_nextToken; }
  
      /**
       * <p>A token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this operation. To start at
       * the beginning of the result set, do not specify a value.</p>
       */
      inline bool NextTokenHasBeenSet() const { return m_nextTokenHasBeenSet; }
  
      /**
       * <p>A token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this operation. To start at
       * the beginning of the result set, do not specify a value.</p>
       */
      inline void SetNextToken(const Aws::String& value) { m_nextTokenHasBeenSet = true; m_nextToken = value; }
  
      /**
       * <p>A token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this operation. To start at
       * the beginning of the result set, do not specify a value.</p>
       */
      inline void SetNextToken(Aws::String&& value) { m_nextTokenHasBeenSet = true; m_nextToken = std::move(value); }
  
      /**
       * <p>A token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this operation. To start at
       * the beginning of the result set, do not specify a value.</p>
       */
      inline void SetNextToken(const char* value) { m_nextTokenHasBeenSet = true; m_nextToken.assign(value); }
  
      /**
       * <p>A token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this operation. To start at
       * the beginning of the result set, do not specify a value.</p>
       */
      inline DescribeGameSessionQueuesRequest& WithNextToken(const Aws::String& value) { SetNextToken(value); return *this;}
  
      /**
       * <p>A token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this operation. To start at
       * the beginning of the result set, do not specify a value.</p>
       */
      inline DescribeGameSessionQueuesRequest& WithNextToken(Aws::String&& value) { SetNextToken(std::move(value)); return *this;}
  
      /**
       * <p>A token that indicates the start of the next sequential page of results. Use
       * the token that is returned with a previous call to this operation. To start at
       * the beginning of the result set, do not specify a value.</p>
       */
      inline DescribeGameSessionQueuesRequest& WithNextToken(const char* value) { SetNextToken(value); return *this;}
  
    private:
  
      Aws::Vector<Aws::String> m_names;
      bool m_namesHasBeenSet;
  
      int m_limit;
      bool m_limitHasBeenSet;
  
      Aws::String m_nextToken;
      bool m_nextTokenHasBeenSet;
    };
  
  } // namespace Model
  } // namespace GameLift
  } // namespace Aws
  