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The accessibility is the hardest part. My custom library (in C# atop a weird rendering stack) has partial narration support and full touch/gamepad/mouse/keyboard navigation, but getting all the way to integrating with native screen readers is basically impossible at this point - from investigating it, it'd probably take me at least 3 months to get it working at all, and it wouldn't be portable.
One thing you have to do for reasonable accessibility is maintain a retained model behind the scenes even if you have an immediate mode API, so that's what I did. The immediate mode API does a bunch of caching in order to construct an appropriate retained mode tree across frames, which makes it possible to cleanly handle things like focus, selection and narration for invisible controls, etc.
I'm hoping eventually AccessKit (https://github.com/AccessKit/accesskit) will be mature enough to use though.
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Yes, you'd probably want to generate bindings using https://github.com/Planimeter/lffiutils or something similar, but then you can use it in Lua.
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This looks great! I am a big fan of the single header format. I've linked Clay from my list of game resources for C developers. Cheers!
https://github.com/aaron9000/c-game-resources