/**
	Go to the next entry in the table.

	\return Returns true if the iteration is done.
**/
bool LuaStackTableIterator::Next()
{
	// This function is only active if Reset() has been called head.
	luaplus_assert( IsValid() );

	// This is a local helper variable so we don't waste space in the class
	// definition.
	LuaState* state = m_tableObj.GetState();

	// Do any stack management operations.
	if ( m_autoStackManagement )
	{
		state->SetTop( m_startStackIndex + 1 );
	}
	else
	{
		// If this luaplus_assert fires, then you left something on the stack.
		luaplus_assert( state->GetTop() == m_startStackIndex + 1 );
	}

	// Do the Lua table iteration.
	if ( state->Next( m_tableObj ) == 0 )
	{
		// Invalidate the iterator.
		m_startStackIndex = -1;
		return false;
	}

	// The iterator is still valid.
	return true;
}
/**
	Invalidates the iterator.  Call this function if you early abort from
	an iteration loop (such as before it hits the end).
**/
void LuaStackTableIterator::Invalidate()
{
	// See if the iterator is already invalid.
	if ( !IsValid() )
		return;

	// This is a local helper variable so we don't waste space in the class
	// definition.
	LuaState* state = m_tableObj.GetState();

	if ( !m_autoStackManagement )
	{
		luaplus_assert( state->GetTop() <= m_startStackIndex + 1 );
	}

	// Set the stack back.
	state->SetTop( m_startStackIndex );

	// Invalidate the iterator.
	m_startStackIndex = -1;
}