File: enums.go

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// Code generated by smithy-go-codegen DO NOT EDIT.

package types

type DeploymentAction string

// Enum values for DeploymentAction
const (
	DeploymentActionDeploy   DeploymentAction = "DEPLOY"
	DeploymentActionUndeploy DeploymentAction = "UNDEPLOY"
)

// Values returns all known values for DeploymentAction. Note that this can be
// expanded in the future, and so it is only as up to date as the client. The
// ordering of this slice is not guaranteed to be stable across updates.
func (DeploymentAction) Values() []DeploymentAction {
	return []DeploymentAction{
		"DEPLOY",
		"UNDEPLOY",
	}
}

type DeploymentState string

// Enum values for DeploymentState
const (
	DeploymentStatePending    DeploymentState = "PENDING"
	DeploymentStateInProgress DeploymentState = "IN_PROGRESS"
	DeploymentStateCompleted  DeploymentState = "COMPLETED"
	DeploymentStateFailed     DeploymentState = "FAILED"
)

// Values returns all known values for DeploymentState. Note that this can be
// expanded in the future, and so it is only as up to date as the client. The
// ordering of this slice is not guaranteed to be stable across updates.
func (DeploymentState) Values() []DeploymentState {
	return []DeploymentState{
		"PENDING",
		"IN_PROGRESS",
		"COMPLETED",
		"FAILED",
	}
}

type GameState string

// Enum values for GameState
const (
	GameStateActive   GameState = "ACTIVE"
	GameStateDeleting GameState = "DELETING"
)

// Values returns all known values for GameState. Note that this can be expanded in
// the future, and so it is only as up to date as the client. The ordering of this
// slice is not guaranteed to be stable across updates.
func (GameState) Values() []GameState {
	return []GameState{
		"ACTIVE",
		"DELETING",
	}
}

type GeneratedCodeJobState string

// Enum values for GeneratedCodeJobState
const (
	GeneratedCodeJobStateInProgress GeneratedCodeJobState = "IN_PROGRESS"
	GeneratedCodeJobStateCompleted  GeneratedCodeJobState = "COMPLETED"
	GeneratedCodeJobStateFailed     GeneratedCodeJobState = "FAILED"
	GeneratedCodeJobStatePending    GeneratedCodeJobState = "PENDING"
)

// Values returns all known values for GeneratedCodeJobState. Note that this can be
// expanded in the future, and so it is only as up to date as the client. The
// ordering of this slice is not guaranteed to be stable across updates.
func (GeneratedCodeJobState) Values() []GeneratedCodeJobState {
	return []GeneratedCodeJobState{
		"IN_PROGRESS",
		"COMPLETED",
		"FAILED",
		"PENDING",
	}
}

type Operation string

// Enum values for Operation
const (
	OperationAdd     Operation = "ADD"
	OperationRemove  Operation = "REMOVE"
	OperationReplace Operation = "REPLACE"
)

// Values returns all known values for Operation. Note that this can be expanded in
// the future, and so it is only as up to date as the client. The ordering of this
// slice is not guaranteed to be stable across updates.
func (Operation) Values() []Operation {
	return []Operation{
		"ADD",
		"REMOVE",
		"REPLACE",
	}
}

type ResultCode string

// Enum values for ResultCode
const (
	ResultCodeSuccess            ResultCode = "SUCCESS"
	ResultCodeInvalidRoleFailure ResultCode = "INVALID_ROLE_FAILURE"
	ResultCodeUnspecifiedFailure ResultCode = "UNSPECIFIED_FAILURE"
)

// Values returns all known values for ResultCode. Note that this can be expanded
// in the future, and so it is only as up to date as the client. The ordering of
// this slice is not guaranteed to be stable across updates.
func (ResultCode) Values() []ResultCode {
	return []ResultCode{
		"SUCCESS",
		"INVALID_ROLE_FAILURE",
		"UNSPECIFIED_FAILURE",
	}
}

type StageState string

// Enum values for StageState
const (
	StageStateActive   StageState = "ACTIVE"
	StageStateDeleting StageState = "DELETING"
)

// Values returns all known values for StageState. Note that this can be expanded
// in the future, and so it is only as up to date as the client. The ordering of
// this slice is not guaranteed to be stable across updates.
func (StageState) Values() []StageState {
	return []StageState{
		"ACTIVE",
		"DELETING",
	}
}