text: ﻿/*
  * Copyright 2010-2017 Amazon.com, Inc. or its affiliates. All Rights Reserved.
  *
  * Licensed under the Apache License, Version 2.0 (the "License").
  * You may not use this file except in compliance with the License.
  * A copy of the License is located at
  *
  *  http://aws.amazon.com/apache2.0
  *
  * or in the "license" file accompanying this file. This file is distributed
  * on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
  * express or implied. See the License for the specific language governing
  * permissions and limitations under the License.
  */
  
  #pragma once
  #include <aws/gamelift/GameLift_EXPORTS.h>
  #include <aws/gamelift/GameLiftRequest.h>
  #include <aws/core/utils/memory/stl/AWSString.h>
  #include <aws/core/utils/memory/stl/AWSVector.h>
  #include <aws/gamelift/model/FleetAction.h>
  #include <utility>
  
  namespace Aws
  {
  namespace GameLift
  {
  namespace Model
  {
  
    /**
     */
    class AWS_GAMELIFT_API StopFleetActionsRequest : public GameLiftRequest
    {
    public:
      StopFleetActionsRequest();
      
      // 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 "StopFleetActions"; }
  
      Aws::String SerializePayload() const override;
  
      Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
  
  
      /**
       * <p>Unique identifier for a fleet</p>
       */
      inline const Aws::String& GetFleetId() const{ return m_fleetId; }
  
      /**
       * <p>Unique identifier for a fleet</p>
       */
      inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
  
      /**
       * <p>Unique identifier for a fleet</p>
       */
      inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
  
      /**
       * <p>Unique identifier for a fleet</p>
       */
      inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
  
      /**
       * <p>Unique identifier for a fleet</p>
       */
      inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
  
      /**
       * <p>Unique identifier for a fleet</p>
       */
      inline StopFleetActionsRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
  
      /**
       * <p>Unique identifier for a fleet</p>
       */
      inline StopFleetActionsRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
  
      /**
       * <p>Unique identifier for a fleet</p>
       */
      inline StopFleetActionsRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
  
  
      /**
       * <p>List of actions to suspend on the fleet. </p>
       */
      inline const Aws::Vector<FleetAction>& GetActions() const{ return m_actions; }
  
      /**
       * <p>List of actions to suspend on the fleet. </p>
       */
      inline bool ActionsHasBeenSet() const { return m_actionsHasBeenSet; }
  
      /**
       * <p>List of actions to suspend on the fleet. </p>
       */
      inline void SetActions(const Aws::Vector<FleetAction>& value) { m_actionsHasBeenSet = true; m_actions = value; }
  
      /**
       * <p>List of actions to suspend on the fleet. </p>
       */
      inline void SetActions(Aws::Vector<FleetAction>&& value) { m_actionsHasBeenSet = true; m_actions = std::move(value); }
  
      /**
       * <p>List of actions to suspend on the fleet. </p>
       */
      inline StopFleetActionsRequest& WithActions(const Aws::Vector<FleetAction>& value) { SetActions(value); return *this;}
  
      /**
       * <p>List of actions to suspend on the fleet. </p>
       */
      inline StopFleetActionsRequest& WithActions(Aws::Vector<FleetAction>&& value) { SetActions(std::move(value)); return *this;}
  
      /**
       * <p>List of actions to suspend on the fleet. </p>
       */
      inline StopFleetActionsRequest& AddActions(const FleetAction& value) { m_actionsHasBeenSet = true; m_actions.push_back(value); return *this; }
  
      /**
       * <p>List of actions to suspend on the fleet. </p>
       */
      inline StopFleetActionsRequest& AddActions(FleetAction&& value) { m_actionsHasBeenSet = true; m_actions.push_back(std::move(value)); return *this; }
  
    private:
  
      Aws::String m_fleetId;
      bool m_fleetIdHasBeenSet;
  
      Aws::Vector<FleetAction> m_actions;
      bool m_actionsHasBeenSet;
    };
  
  } // namespace Model
  } // namespace GameLift
  } // namespace Aws
  