CampaignBuildEditInput
One plan edit. Set op and exactly the fields it takes: ADD_PIECE piece; UPDATE_PIECE piece_id + piece_changes; REMOVE_PIECE piece_id; ADD_CONNECTION connection; UPDATE_CONNECTION connection_id + connection_changes; REMOVE_CONNECTION connection_id; ADD_STAGE stage + index; UPDATE_STAGE stage_id + stage_changes; REMOVE_STAGE stage_id; ADD_ANCHOR anchor; UPDATE_ANCHOR anchor_id + anchor_changes; REMOVE_ANCHOR anchor_id. An edit naming something already gone changes nothing; adding an id that exists changes nothing.
input CampaignBuildEditInput {
op: CampaignBuildEditOp!
piece: CampaignBuildPieceInput
piece_id: ID
piece_changes: CampaignBuildPieceChangesInput
connection: CampaignBuildConnectionInput
connection_id: ID
connection_changes: CampaignBuildConnectionChangesInput
stage: CampaignBuildStageInput
stage_id: ID
stage_changes: CampaignBuildStageChangesInput
index: Int
anchor: CampaignBuildAnchorInput
anchor_id: ID
anchor_changes: CampaignBuildAnchorChangesInput
}
Fields
CampaignBuildEditInput.op ● CampaignBuildEditOp! non-null enum
CampaignBuildEditInput.piece ● CampaignBuildPieceInput input
CampaignBuildEditInput.piece_id ● ID scalar
CampaignBuildEditInput.piece_changes ● CampaignBuildPieceChangesInput input
CampaignBuildEditInput.connection ● CampaignBuildConnectionInput input
CampaignBuildEditInput.connection_id ● ID scalar
CampaignBuildEditInput.connection_changes ● CampaignBuildConnectionChangesInput input
CampaignBuildEditInput.stage ● CampaignBuildStageInput input
CampaignBuildEditInput.stage_id ● ID scalar
CampaignBuildEditInput.stage_changes ● CampaignBuildStageChangesInput input
CampaignBuildEditInput.index ● Int scalar
CampaignBuildEditInput.anchor ● CampaignBuildAnchorInput input
CampaignBuildEditInput.anchor_id ● ID scalar
CampaignBuildEditInput.anchor_changes ● CampaignBuildAnchorChangesInput input
Member Of
applyCampaignBuildEdits mutation


