How to set visible size to canvas size

Hi all.
I created a new project in cocos2d-js-v3.6.1 and I wish my game has exact size that the canvas tag in the html page. But the game always has full size of my display (2560 x 1440).

My canvas:

<canvas id="gameCanvas" width="800" height="450"></canvas>

I found parameters full-screen, x5-fullscreen, 360-fullscreen in head tag of my index page, but changing them makes no effect.

I tried to use

cc.view.setDesignResolutionSize(800, 450, cc.ResolutionPolicy.SHOW_ALL);

I tried to remove follow lines:

cc.view.adjustViewPort(true);
cc.view.resizeWithBrowserSize(true);

and pass false to these functions

I also tried this:

cc.view.setFrameSize(1334, 750);

I tried some suggestions from similar problems found in this forum, but have no luck yet.

I’m getting the frame with resizeWithBrowser(false) and adjustViewPort(true).

Thanks for the help, but it didn’t help.

Only one thing helped me - cc.view.setViewPortInPoints(). In this function I can pass size which I want, but I should also pass position of the viewport. But I need to position my canvas as it is - as it has been defined in the html page.
Another problem of setViewPortInPoints is that this function manipulates with coordinates in design resolution space. For example, if I set design resolution to 800 x 600, then viewport configured so:

cc.view.setViewPortInPoints(0, 0, 800, 600)

will fit all screen. But I want to operate in browser’s original coordinate space.

So is there any way to use canvas as it described in the html page ? I wish to have my page look like a simple web site with some elements and my game, but all should be aligned and positioned as it described in HTML and CSS stylesheets. I don’t wish to have any changes in the page elements (including the canvas) made by the engine: no changes in size, no changes in position. Is it possible with cocos2d?

I found a doc about cocos2d-js multiresolution support:
http://www.cocos2d-x.org/wiki/Multiple_Resolution_Policy_for_Cocos2d-JS
here I found the solution

cc.ContainerStrategy.ORIGINAL_CONTAINER

this strategy make the canvas sized as it is. Next I make a wrapper, do some alignment with CSS and get the expected result.