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FullscreenUI: Fix incorrect back button
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stenzek committed Jan 14, 2025
1 parent 1aa1b5a commit ccb2b61
Showing 1 changed file with 5 additions and 5 deletions.
10 changes: 5 additions & 5 deletions src/core/fullscreen_ui.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -6224,7 +6224,7 @@ void FullscreenUI::DrawPauseMenu()

case PauseSubMenu::Exit:
{
if (ActiveButton(FSUI_ICONSTR(ICON_FA_BACKWARD, "Back To Pause Menu"), false) || WantsToCloseMenu())
if (ActiveButton(FSUI_ICONSTR(ICON_PF_NAVIGATION_BACK, "Back To Pause Menu"), false) || WantsToCloseMenu())
OpenPauseSubMenu(PauseSubMenu::None);

if (ActiveButton(FSUI_ICONSTR(ICON_FA_SYNC, "Reset System"), false))
Expand All @@ -6243,7 +6243,7 @@ void FullscreenUI::DrawPauseMenu()

case PauseSubMenu::Achievements:
{
if (ActiveButton(FSUI_ICONSTR(ICON_FA_BACKWARD, "Back To Pause Menu"), false) || WantsToCloseMenu())
if (ActiveButton(FSUI_ICONSTR(ICON_PF_NAVIGATION_BACK, "Back To Pause Menu"), false) || WantsToCloseMenu())
OpenPauseSubMenu(PauseSubMenu::None);

if (DefaultActiveButton(FSUI_ICONSTR(ICON_FA_TROPHY, "Achievements"), false))
Expand Down Expand Up @@ -6473,7 +6473,7 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
if (ImGui::BeginChild("state_titlebar", heading_size, false, ImGuiWindowFlags_NavFlattened))
{
BeginNavBar();
if (NavButton(ICON_FA_BACKWARD, true, true))
if (NavButton(ICON_PF_NAVIGATION_BACK, true, true))
closed = true;

NavTitle(is_loading ? FSUI_CSTR("Load State") : FSUI_CSTR("Save State"));
Expand Down Expand Up @@ -7038,7 +7038,7 @@ void FullscreenUI::DrawGameListWindow()

BeginNavBar();

if (NavButton(ICON_FA_BACKWARD, true, true))
if (NavButton(ICON_PF_NAVIGATION_BACK, true, true))
ReturnToPreviousWindow();

NavTitle(Host::TranslateToCString(TR_CONTEXT, titles[static_cast<u32>(s_state.game_list_view)]));
Expand Down Expand Up @@ -7590,7 +7590,7 @@ void FullscreenUI::DrawGameListSettingsWindow()
{
BeginNavBar();

if (NavButton(ICON_FA_BACKWARD, true, true))
if (NavButton(ICON_PF_NAVIGATION_BACK, true, true))
{
s_state.current_main_window = MainWindowType::GameList;
QueueResetFocus(FocusResetType::Other);
Expand Down

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