If you mean you move the cursor around with the Gamepad just like a mouse then it’s fairly straightforward. You’ll need three events: one when the button is pressed, one when it’s down, and one when it’s released.
I’m assuming you have a cursor sprite that you move with the Gamepad. Anyways, give it three instance variables dx,dy, and obj2drag. Obj2drag should start as -1. Then the events would look like the following to work with one sprite type.
on button pressed
pick sprite overlapping point cursor.x, cursor.y
sprite: pick topmost
-- cursor: set obj2drag to sprite.uid
-- cursor: set dx sprite.x-cursor.x
-- cursor: set dy to sprite.y-cursor.y
is button down
pick sprite by uid cursor.obj2drag
-- sprite: set position to cursor.x+cursor.dx, cursor.y+cursor.dy
on button released
-- cursor: set obj2drag to -1