Since in the digital world a real collision almost never happens, we will always have a situation where the \"colliding\" circle overlaps the rectangle.
How
It's a non-linear problem, right?
You take a time step and move the ball by its displacement calculated using velocity at the start of the step. If you find overlap, reduce the step size and recalculate til convergence.
Are you assuming that the balls and rectangles are both rigid, no deformation? Frictionless contact? How will you handle the motion of the ball after contact is made? Are you transforming to a coordinate system of the contact (normal + tangential), calculating, then transforming back?
It's not a trivial problem.
Maybe you should look into a physics engine, like Box2D, rather than coding it yourself.