If your polygon is convex and all speeds remain constant all the time, you can use these series of tricks I just came up with (so there is probably a better way):
1) Replace each line with an infinitely long line, just expanding it.
You can only do this if the polygon is convex. Consider the following image: 
Red lines are the original polygon, green is infinite expansion. Can a circle ever hit the green line before it hits the red line? Not. Now we can focus on the ball, striking infinitely long lines, which (at least for me) are an easier task.
2) Calculate the collision time with each line separately, then select the minimum
If we want to know if and when a perfectly round ball falls into a line, we can easily decide if a point falls into a line instead, consider the following image: 
Usually the circle falls into the line when the center enters the area around this line, where the area is all points that do not exceed the radius of the line, where radius is the radius of the circle.
So, we can go and simply replace the circle with one point in the center and move the line to the newly created point with a radius.
3) Calculate when a moving point hits a moving line
If the line is defined by two moving points a and b with speeds va and vb , and the point is at point c with speed vc , we can make point a stationary (not moving) and in position (0,0) by replacing other locations and speeds of two points on ba , vb-va and ca , vc-va .
Now, let us denote the new coordinates and velocities of b and c as follows: [bx, by] , (vbx, vby) and [cx, cy] , (vcx, vcy) . Now we can find out the collision time by solving this formula:
cx+t * vcx = s*bx + s*t*vbx cy+t * vcy = s*by + s*t*vby
However, be careful: this leads to a quadratic equation, and you should ignore possible negative solutions, which may mean that the point is moving away from the line or that the collision is happening right now, so make sure that the ball isnβt already colliding before starting that anything to do.
Also (I hope there is no need to talk about it) after replacing t and s , you will not get the end point of the collision, you need to cancel all the easements that you have done (add a for example)
If you need this for non-convex polygons, I have a workaround, so write in the comments.