    // private - DD implementation for Panels
    Ext.define('Ext.draw.SpriteDD', {
        extend: 'Ext.dd.DragSource',

        constructor : function(sprite, cfg){
            var me = this,
                el = sprite.el;
            me.sprite = sprite;
            me.el = el;
            me.dragData = {el: el, sprite: sprite};
            me.callParent([el, cfg]);
            me.sprite.setStyle('cursor', 'move');
        },

        showFrame: Ext.emptyFn,
        createFrame : Ext.emptyFn,

        getDragEl : function(e){
            return this.el;
        },

        getRegion: function() {
            var me = this,
                el = me.el,
                pos, x1, x2, y1, y2, t, r, b, l, bbox, sprite;

            sprite = me.sprite;
            bbox = sprite.getBBox();

            try {
                pos = Ext.core.Element.getXY(el);
            } catch (e) { }

            if (!pos) {
                return null;
            }

            x1 = pos[0];
            x2 = x1 + bbox.width;
            y1 = pos[1];
            y2 = y1 + bbox.height;

            return Ext.create('Ext.util.Region', y1, x2, y2, x1);
        },

        /*
          TODO(nico): Cumulative translations in VML are handled
          differently than in SVG. While in SVG we specify the translation
          relative to the original x, y position attributes, in VML the translation
          is a delta between the last position of the object (modified by the last
          translation) and the new one.

          In VML the translation alters the position
          of the object, we should change that or alter the SVG impl.
        */

        startDrag: function(x, y) {
            var me = this,
                attr = me.sprite.attr,
                trans = attr.translation;
            if (me.sprite.vml) {
                me.prevX = x + attr.x;
                me.prevY = y + attr.y;
            } else {
                me.prevX = x - trans.x;
                me.prevY = y - trans.y;
            }
        },

        onDrag: function(e) {
            var xy = e.getXY(),
                me = this,
                sprite = me.sprite,
                attr = sprite.attr;
            me.translateX = xy[0] - me.prevX;
            me.translateY = xy[1] - me.prevY;
            sprite.setAttributes({
                translate: {
                    x: me.translateX,
                    y: me.translateY
                }
            }, true);
            if (sprite.vml) {
                me.prevX = xy[0] + attr.x || 0;
                me.prevY = xy[1] + attr.y || 0;
            }
        }
    });