D3DCOLOR_XRGB isnt exactly a "native" directx call like "IDirect3D9 * Direct3DCreate9( UINT SDKVersion );" would be. It is a C++ macro defined in the d3d9types.h header file. It basically does what Zuka and Lilith has done above.
// maps unsigned 8 bits/channel to D3DCOLOR
#define D3DCOLOR_ARGB(a,r,g,b)
((D3DCOLOR)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
#define D3DCOLOR_XRGB(r,g,b) D3DCOLOR_ARGB(0xff,r,g,b)
I haven't checked yet, but we might be able to call "GetDirect3D" and "GetDirect3DDevice" in a similuar way in calling "Make NewObject". If we can get those Direct3D pointers, then we should be able to call native DirectX functions using what Dark GDK has already initialized. Hopefully we can. Has anybody tried it? I know with making a DBPro dll we can do this.
matty ( and anybody else interested ), Im going to port my free xbox 360 library for dbpro over for Dark GDK to use. I would love to hear what you think of it when I get it done{ check sig

). The only real thing I really dont like about using Direct Inpit with a xbox 360 gamepad controller is that the gamepad's analog left and right triggers are tied into one value. They basically balance each other out. If you use the XInput library directly for it, then each trigger value will have it's own value like normal.