code: public void setView(int x, int y, int width, int height, int screenHeight)
      {
          this.x = x;
          this.y = y;
          this.width = UtilMath.clamp(width, 0, Integer.MAX_VALUE);
          this.height = UtilMath.clamp(height, 0, Integer.MAX_VALUE);
          this.screenHeight = screenHeight;
      }
docs: Define the rendering area. Useful to apply an offset during rendering, in order to avoid hiding part.
  <p>
  For example:
  </p>
  <ul>
  <li>If the view set is <code>(0, 0, 320, 240)</code>, and the tile size is <code>16</code>, then
  <code>20</code> horizontal tiles and <code>15</code> vertical tiles will be rendered from <code>0, 0</code>
  (screen top-left).</li>
  <li>If the view set is <code>(64, 64, 240, 160)</code>, and the tile size is <code>16</code>, then
  <code>15</code> horizontal tiles and <code>10</code> vertical tiles will be rendered from <code>64, 64</code>
  (screen top-left).</li>
  </ul>
  <p>
  It is also compatible with object rendering (by using an {@link com.b3dgs.lionengine.game.feature.Handler}). The
  object which is outside the camera view will not be rendered. This avoid useless rendering.
  </p>
  <p>
  Note: The rendering view is from the camera location. So <code>x</code> and <code>y</code> are an offset from
  this location.
  </p>
  
  @param x The horizontal offset.
  @param y The vertical offset.
  @param width The rendering width (positive value).
  @param height The rendering height (positive value).
  @param screenHeight The screen height.