Hi,
Yes, this is the downside of polygons. Tiled doesn't handle them
visually. You need the two editors and two files to work with them
"nicely", but you can make Tiled keep the polygon points in objects.
If you know what the points of your polygon are you can enter them
in a Tiled object's attributes. You would make an object layer,
create an object which is natively like a rect in Tiled, right-click
the object and edit its properties. Invent a name for the attribute,
e.g. "poly", and enter a list of points. The tmxloader puts the
name:value pair in the object.properties dict.
If you use Python tuple notation ("(0,0),(10,0),(10,10),(0,10)") you
can use Python's builtin JSON module to parse the string. Or you can
invent whatever representation parser you like.
If you don't like to enter points by hand in Tiled, you could write
a merge utility in Python to take the polys from world_editor.py and
add them to the tmx file. Just name your objects in Tiled so your
utility can find them, and either add an empty attr so your utility
can modify the value with the points, or add an attr. Python has an
XML module if you want to be precise, or you can just hack the tmx
contents as a text file.
I'm sure there are more ways to work with polys. Hopefully this
helps you wrap your mind around making the editor(s) work.