Okay, I found an answer to this question myself and since there are so many up votes, I want to share the solution.
The solution was to comment some code within KineticJS and then add the CocoonJS scaling to the canvas creation.
- Comment these lines (not all at one place):
inside _resizeDOM:
this.content.style.width = width + PX;
this.content.style.height = height + PX;
inside setWidth of Canvas:
this._canvas.style.width = width + 'px';
inside setHeight of Canvas:
this._canvas.style.height = height + 'px';
Add this inside Canvas prototype init:
this._canvas.style.idtkscale = "ScaleAspectFill";
This does the trick for me. Now what I do is I calculate the correct aspect ratio for the canvas and let CocoonJS scale it for me. Hope this is as useful for others as it has been for me!