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;
    }
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 ; }
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.