// enumerate the dinput devices 
int __stdcall plDInputMgr::EnumGamepadCallback(const DIDEVICEINSTANCE* device, void* pRef)
{
    HRESULT hr;
    
    plDInput* pDI = (plDInput*)pRef;
    IDirectInputDevice8* fStick = nil;
    hr = pDI->fDInput->CreateDevice(device->guidInstance, &fStick, NULL);
    
    if(!FAILED(hr)) 
    {
        pDI->fSticks.Append(new plDIDevice(fStick));
        
        // the following code pertaining to the action map shouldn't be here.
        // in fact this shouldn't work at all according to MS, but this is 
        // currently the only way this works.  Whatever - the correct
        // code is here and commented out in case this ever gets fixed by MS
        // in a future release of dinput.
        HRESULT hr = fStick->BuildActionMap(pDI->fActionFormat, NULL, NULL);
        if (!FAILED(hr))
        {
            hr = fStick->SetActionMap( pDI->fActionFormat, NULL, NULL );

            DIPROPDWORD dipW; 
            dipW.diph.dwSize        = sizeof(DIPROPDWORD); 
            dipW.diph.dwHeaderSize  = sizeof(DIPROPHEADER); 
            dipW.diph.dwHow         = DIPH_DEVICE; 
            dipW.diph.dwObj         = 0;
            dipW.dwData             = 500; // 5% of axis range for deadzone

            hr = fStick->SetProperty(DIPROP_DEADZONE , &dipW.diph);
        }
        return DIENUM_CONTINUE;
    }
    return DIENUM_STOP;
}
 HRESULT _stdcall SetActionMap(LPDIACTIONFORMATA a,LPCSTR b,DWORD c) { return RealDevice->SetActionMap(a,b,c); }