I want to triangulate the complex (but not self-intersecting) polygon with holes, so that resulting triangles all lay inside the polygon, cover that polygon completely, and obey
It sounds like you want constrained Delaunay triangulation. The "holes" can be implemented by constraining input edges to remain unbroken in the triangulation.
See the Triangle and poly2tri projects for implementations.
Here's one of the methods I came up with when doing navmesh for an RTS game. Note that it is homebrew, no third-party tools were used, it took me about 3 weeks to implement and bugfix:
Result (plz ignore purple outlines):